Codex - Tyranids: /tg/'s 8th Edition: Difference between revisions
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'''Special rules:''' | '''Special rules:''' | ||
*'''Alpha Leader:'''You can add 1 to hit rolls for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model. | *'''Alpha Leader:''' You can add 1 to hit rolls for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model. | ||
*'''Berserk Rampage''' | *'''Berserk Rampage''' | ||
*'''Immortal Battering Ram''' | *'''Immortal Battering Ram''' | ||
*'''Instinctive Behaviour''' | *'''Instinctive Behaviour''' | ||
*'''Is It Dead?:''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides 5+ cover) | *'''Is It Dead?:''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides 5+ cover). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining. | ||
*'''Metal crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that | *'''Metal crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one. | ||
*'''Regeneration''' | *'''Regeneration''' | ||
*'''That Only Angered It!:''' Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through or Regeneration. | *'''That Only Angered It!:''' Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through or Regeneration. |
Revision as of 14:16, 12 November 2018
This page is a translation of the Codex - Tyranids: /tg/ edition into 8th edition. Since the Tyranids are now a decent army this codex is basically useless but still a funny idea if you want to play Tyranids in a more peculiar way.
Psychic powers
Unless stated otherwise, all Tyranid psykers may generate their powers from any of the below Hivemind disciplines.
Hivemind's Control:
- 1: Dominion
- Warp Charge: 5
- Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.
- Select a freindly Tyranids unit within 36" of the psyker that has the Instinctive Behavious ability. Until the end of your next Psychic phase, that unit ignoires its Instinctive Behaviour ability and automatically passes Morale tests.
- 2: Catalyst
- Warp Charge: 6
- Many tyranid psykers are known for their ability to make themselves and other Tyranids seemingly uncognizant of even the most grievous of injuries, allowing them to fight on.
- Select a friendly Tyranids unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
- 3: Onslaught
- Warp Charge: 6
- The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.
- Select a friendly Tyranids unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
- 4: Unstoppable
- Warp Charge: 8
- A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.
- Select a friendly Tyranids unit within 24" of the psyker. Until the start of your next Psychic phase the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strenght charateristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase the target must immediately pass a Leadership test or be removed as casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.
- 5: Fury
- Warp Charge: 6
- The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.
- Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit adds 1 to both its attack and strenght charateristic if it charged that turn.
- 6: One Mind
- Warp Charge: 7
- Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.
- Select a friendly Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.
Hivemind's Malice:
- 1: The Horror
- Warp Charge: 6
- Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
- 2: Paroxysm
- Warp Charge: 5
- Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
- 3: Mutagenesis
- Warp Charge: 6
- Choose an enemy unit within 24" of the psyker. The target unit must pass a thoughness test or suffer a -1 penalty to toughness, strength and attacks.
- 4: The Shadow Notices
- Warp Charge: 7
- Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit reduces its leadership by D3. If the target is a Psyker it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the Demon keyword it has to consider its invulnerable save as one point worse.
- 5: Optical Overload
- Warp Charge: 7
- Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit only hits on 6s in both shooting and fight phase.
- 6: Stand and Die
- Warp Charge: 6
- Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit can't benefit from cover and has to attack last in the fight phase.
Hivemind's Wrath:
- 1: Cacophony
- Warp Charge: 6
- Select a unit within 12" that is visible to the psyker. That unit suffers D6 automatic hits with the profile below:
S AP D Abilities 8 -2 1 This weapon wounds on the leadership of the unit instead of the toughness
- 2: Psychic Scream
- Warp Charge: 5
- The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
- 3: Alien Voice
- Warp Charge: 7
- Select a unit within 18" that is visible to the psyker. Both the target and the Psyker must roll a D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in mortal wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target gets a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.
- 4: Despair
- Warp Charge: 7
- Select a unit within 18" that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:
S AP D Abilities 9 -3 2 This weapon wounds on the leadership of the unit instead of the toughness
- 5: Hunger
- Warp Charge: 6
- Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control, forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger.
- Select a unit within 24" that is visible to the psyker. Roll an opposed Leadership test against the highest Ld value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better.
- 6: Warp Blast
- Warp Charge: 7
- A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.
- Select a unit within 24" that is visible to the psyker. You can immediately make a single shooting attack against that unit using one of the profiles below as if it was your shooting phase.
Weapon Range Type S AP D Abilities Warp Blast 24" Assault 2D6 6 -3 1 - Warp Orb 24" Assault D6 8 -4 D3 - Warp Lance 24" Assault 1 10 -5 D6 You can reroll all wounds roll if you are attacking a Vehicle or a Building. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
Tyranid Biomorphs
Melee Biomorphs
- Acid Maws:
Weapon Range Type S AP D Abilities Acid Maw Melee Melee User -3 1 - Monstrous Acid Maw Melee Melee User -5 D3 -
- Blinding Venom:
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:
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:
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.
- 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:
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 Vehicles and 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 Vehicles and Buildings. A model equipped with two pairs of Wrecker Claws gains +D3 additional attacks in close combat. 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.
- Distensible Jaw:
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.
- Grasping Talons and Grasping Talons and Thorax Spine-maw:
Weapon Range Type S AP D Abilities Grasping Talons Melee Melee User -1 2 - Grasping Talons and Thorax Spine-maw Melee Melee 7 -2 1 When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
- Patriarch's Claws:
Weapon Range Type S AP D Abilities 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.
- Powerful Limbs:
Weapon Range Type S AP D Abilities Powerful Limbs Melee Melee User -1 2 -
- Ravenous Maw:
Weapon Range Type S AP D Abilities Ravenous Maw Melee Melee User -1 D3 Make D3 hit rolls for each attack made with this weapon, instead of 1.
- Rending Claws:
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.
- Shoveling Claws:
Weapon Range Type S AP D Abilities Schoveling Claws Melee Melee x2 -3 D6 -
- Scything Talons:
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. 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.
- Scything Wings:
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:
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.
- Toxic Lashes:
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 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 YThis weapon always wounds on a 2+, unless the target is a 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.
- Wicked Spur:
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 Spray Weapons:
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-electric Pulse Weapons:
Weapon Range Type S AP D Abilities Bio-Electric Pulse 12" Assault 6 5 0 1 Against a 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 Vehicle this weapon inflicts a mortal wounds on a wound roll of 6+.
- Bio-Plasma
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
Weapon Range Type S AP D Abilities Bio-Plasmic Cannon 36" Heavy 6 7 -3 2 -
- Bio-Plasmic Scream
Weapon Range Type S AP D Abilities Bio-Plasmic Scream 18" Assault D6 7 -4 1 -
- Choking Cloud
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 Vehicle models and Vehicles that have suffered at least one wound.
- Cluster Spines
Weapon Range Type S AP D Abilities Cluster Spines 18" Assault 2D6 4 0 1 -
- Deathspitter Weapons
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
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
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 Flyers are resolved with an AP of -4 and can re-roll every wound rolls.
- Flamespurt Cannon
Weapon Range Type S AP D Abilities Drool Cannon 10" Assaul D6 5 -1 1 This weapon automatically hits its target. A model equipped with a weapon with this special rule may inflict D3 automatic hits at the weapon's Strength and AP.
- Fleshborer Weapons
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
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
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.
- Rupture Cannon
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
Weapon Range Type S AP D Abilities Shock Cannon 24" Assault D3 7 -1 D3 If the target is a 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
Weapon Range Type S AP D Abilities Spike Rifle 18" Assault 1 3 0 1 -
- Spinefist Weapon
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
Weapon Range Type S AP D Abilities Spinemaws 6" Pistol 4 2 0 1 -
- Spore Mine Weapons
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.
- * 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.
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 Vehicle. Acid Mine - - - See “Floating Death (Spore Mine)” ability. Char Mine - - - See “Floating Death (Spore Mine)” ability. If the target has the 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
Weapon Range Type S AP D Abilities Stinger Salvo 24" Assaul 4 5 -1 1 -
- Strangler Weapons
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
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 FLY. In addition, if the target is a 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
Weapon Range Type S AP D Abilities Bloodseeker Flies 8" Assault D6 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. Desiccator Larvae 8" Assault D6 1 0 1 This weapon always wounds on a 2+, unless the target is a VEHICLE. Electroshock Grubs 8" Assault D6 5 0 1 If the target is a 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 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 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
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 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 VEHICLE, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
- Venom Cannon Weapons
Weapon Range Type S AP D Abilities Venom Cannon (Single Shot) 36" Assault 2 8 -3 D3 - Venom Cannon (Salvo) 36" Assault D3 8 -2 D3 - Heavy Venom Cannon (Single Shot) 36" Assault 2 9 -3 3 - Heavy Venom Cannon (Salvo) 36" Assault D3 9 -2 3 -
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 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 an 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 within 12" of a friendly <Hive Fleet> Trygon, Trygon Prime, or Mawloc or within 6" of a friendly <Hive Fleet> Ravener brood. Either way the unit must be more than 9" away from any enemy models.
- Carbonized Claws: A model with this Biomorph can reroll wound rolls against Vehicles.
- Dopamine Injectors: A model with this Biomorph ignores every wound on a 5+.
- Enhanced Leg Muscles: When 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 tha 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 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:
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 an unit that has more model than its.
- Hive Mind Direct Link: A model with this Biomorph counts as always being within 12" of a Synapse creature.
- Implant Attack: During the fight phase a model with this Biomorph inflicts an additional mortal wound on the traget on a to-wound roll of 6.
- Implanted Mechanism Disruption Instincts: A model with this Biomorph can reroll wound rolls against Vehicles.
- Implanted Organism Killing Instincts: A model with this Biomorph can reroll wound rolls against Monsters.
- Increased Muscle Density: When a model with this Biomorph attacks in the fight phase consider its strenght charateristic 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.
- 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 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.
- Snake Body: Add 3" to the movement charateristic of a model with this Biomorph. Also, during deployment, you can set up an 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:
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: At the beginning of each Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets an unit that can Fly.
- Toxic Miasma: At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any Venomthropes. 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 Fly keyword and adds 3" to its movement charateristic.
- Tail Biomorphs: A Tail Biomorph is a Melee weapon that is not affected by other Melee weapons, Biomorphs, upgrades or special rules belonging to the owning model, or vice versa.
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. 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 Vehicle) on a 2+.
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:1/WS:1/BS:1/S:1/T:1/W:-/A:-/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"
The Genetic Pool
Basic Bio-weapons
- A model may replace its Devourer with one of the following:
- - Deathspitter•••••••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
- - Greater Strangler••••••••••••••••••••••••••••••••••••••••••••• 5 pts.
- - Scything talons ••••••••••••••••••••••••••••••••••••••••••••••• free
- - Spinefists •••••••••••••••••••••••••••••••••••••••••••••••••••• free
Basic Bio-cannons
- A model may replace its Devourer with one of the following:
- - Barbed strangler ••••••••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Venom cannon ••••••••••••••••••••••••••••••••••••••••••••••••• 20 pts.
Monstrous Bio-cannons
- A model may replace any pair of Monstrous Scything Talons with one of the following:
- - Heavy spinefist* ••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Heavy venom cannon** ••••••••••••••••••••••••••••••••••••••••• 25 pts.
- - Stranglethorn cannon** ••••••••••••••••••••••••••••••••••••••• 25 pts.
- - Two Deathspitter with Slimer Maggots ••••••••••••••••••••••••• 14 pts.
- - Two Devourers with Brainleech Worms •••••••••••••••••••••••••• 14 pts.
- *Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.
- **One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.
Melee Bio-weapons
- A model may replace any pair of scything talons with one of the following:
- - Boneswords •••••••••••••••••••••••••••••••••••••••••••••••••••• 2 pts.
- - Lash whip and bonesword ••••••••••••••••••••••••••••••••••••••• 2 pts.
- - Lash Whips •••••••••••••••••••••••••••••••••••••••••••••••••••• 2 pts.
- - Rending claws ••••••••••••••••••••••••••••••••••••••••••••••••• 2 pts.
Monstrous Bio-weapons
- A model may replace any pair of Monstrous Scything Talons with one of the following:
- - Monstrous Boneswords ••••••••••••••••••••••••••••••••••••••••• 20 pts.
- - Monstrous Lash Whips ••••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Monstrous Lash Whip and Monstrous Bonesword •••••••••••••••••• 15 pts.
- - Monstrous Rending Claws ••••••••••••••••••••••••••••••••••••••• 0 pts.
Biomorphs
- A model may take up to one of each of the following:
- Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.
- - Acid blood ••••••••••••••••••••••••••••••••••••••••••••••• 5/15 pts.
- - Adamantine tusks •••••••••••••••••••••••••••••••••••••••• 5 pts.
- - Adrenal glands ••••••••••••••••••••••••••••••••••••••••• 5/15 pts.
- - Amphibious adaptations ••••••••••••••••••••••••••••• 1/3 pts.
- - Antidote glands •••••••••••••••••••••••••••••••••••••••••• -/5 pts.
- - Burrowing limbs ••••••••••••••••••••••••••••••••••••••••• 2/5 pts.
- - Carbonized claws ••••••••••••••••••••••••••••••••••••••••• 2/5 pts.
- - Dopamine injector ••••••••••••••••••••••••••••••••••• 10/30 pts.
- - Enhanced leg muscles ••••••••••••••••••••••••••••• 2/5 pts.
- - Feeder tendrils •••••••••••••••••••••••••••••••••••••••••• 1/3 pts.
- - Feeding frenzy trigger ••••••••••••••••••••••••••••••• 3/15 pts.
- - Implanted mechanism disruption instincts •••• 3/6 pts.
- - Implanted organism killing instincts ••••••••••••• 1/3 pts.
- - Increased muscle density •••••••••••••••••••••••••••• -/5 pts.
- - Insula Glands •••••••••••••••••••••••••••••••••••••••• 5 pts.
- - Nonepinephine Infusion •••••••••••••••••••••••••••••••••••••••• 5/15 pts.
- - Pressure detection sensors •••••••••••••••••••••••• 4/8 pts.
- - Psychic deflection bio-crystals ••••••••••••••••••• 2/5 pts.
- - Reflexive Optimization ••••••••••••••••••••••••••••••••••••••••• 2/5 pts.
- - Regeneration •••••••••••••••••••••••••••••••••••••••••• 10/30 pts.
- - Serrated blades ••••••••••••••••••••••••••••••••••••••••• 2/5 pts.
- - Spring coil musculature •••••••••••••••••••••••••••• 3/10 pts.
- - Three-dimensional thought patterns •••••••••• 12/30 pts.
- - Toxin sacs •••••••••••••••••••••••••••••••••••••••••••••• 3/10 pts.
- - Warp shield projector •••••••••••••••••••••••••••••••• 6/18 pts.
- - Wide-spectrum retinas ••••••••••••••••••••••••••••••• 1/3 pts.
Thorax Biomorphs
- A model may take up to one of the following:
- - Bloodseeker Flies ••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Desiccator larvae •••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Electroshock grubs ••••••••••••••••••••••••••••••••••••• 10 pts.
- - Mindflayer Worms ••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Shreddershard beetles ••••••••••••••••••••••••••••••••• 10 pts.
Units(WIP)
HQ
Hive Tyrant
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Hive Tyrant | * | * | * | 6 | 7 | 12 | 4 | 10 | 3+ | 9 |
Remaining W | M | WS | BS |
---|---|---|---|
7-12+ | 9"/16" | 2+ | 3+ |
4-6 | 7"/12" | 3+ | 3+ |
1-3 | 5"/8" | 4+ | 4+ |
Biomorphs:
- Two pairs of Monstrous Scything Talons
Special Rules:
- Death Throes
- Psychic Barrier
- Shadow in the Warp
- Synapse
- The Will of the Hive Mind
Psyker:
- An Hive Tyran can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hivemind's Control or Hivemind's Wrath disciplines.
Upgrades:
- Hive Commander: For each Hive Tyrant in your army with this upgrade, choose a single Troops unit from the same detachment. Do not set up thats unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9" away from any enemy models and within 6" of a board edge.
- Indescribable Horror: Enemy units within 12" subtract 1 from their leadership.
- Lord of the Skies: If your army includes Hive Tyrant with Wings upgrade, Gargoyles, Simurghs, Shrikes, and Sky-Slashers count as Troops.
- Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy Character.
Options:
- Mutations: (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)
- *cannot be taken on a model with wings biomorph.
- May take items from the Monstrous Bio-cannons, Monstrous Bio-weapons, Biomorphs and Thorax Biomorphs lists.
- May take any of the following upgrades:
- - Hive Commander •••••••••••••••••••••••••••••••••••••••• 20 pts.
- - Indescribable Horror ••••••••••••••••••••••••••••••••••• 10 pts.
- - Old Adversary •••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- May take any of the following:
- - Bio-Plasma •••••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Flesh hooks ••••••••••••••••••••••••••••••••••••••••••••••• 15 pts.
- - Prehensile pincer ••••••••••••••••••••••••••••••••••••••• 10 pts.
- - Wings and Lord of the Skies special rule •••••• 35 pts/2 PP.
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Monster, Hive Tyrant, Synapse
Tyranid Prime
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Tyranid Prime | 6" | 2+ | 3+ | 5 | 5 | 6 | 4 | 10 | 3+ | 6 |
Tyranid Prime Apex Strain | 6" | 2+ | 3+ | 5 | 5 | 7 | 5 | 10 | 3+ | 7 |
Biomorphs:
- Devourer
- Scything Talons
Special Rules:
- Shadow in the Warp
- Synapse
Psyker:
- A Tyranid Prim Apex Strain can attempt to manifest one psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic powers from the Hivemind's Control discipline.
Upgrades:
- Brood Leader: Friendly <Hive Fleet> Infantry units within 6" of this model can re-roll hit rolls of 1. If the unit is of Tyranid Warriors, Shrikes or Raveners, you can also add 1 to their hit rolls.
Options:
- Mutations: (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20)
- May take items from the Basic Bio-weapons, Basic Bio-cannons, Melee Bio-weapons and Biomorphs list.
- May take the Brood Leader upgrade ··················· 20 pts.
- May be upgraded to Tyranid Prime Apex Strain ··· 30 pts/ 1 PP.
- May take one of the following:
- - Wings ······················································· free
- - Snake body ··············································· free
- May take Flesh hooks ················································ 5 pts.
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Infantry, Tyranid Prime, Synapse
Genestealer Patriarch
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Genestealer Patriarch | 8" | 2+ | 5+ | 6 | 5 | 6 | 5 | 10 | 4+ | 9 |
Biomorphs:
- A pair of Patriarch's Claws
Special Rules:
- Brood Telepathy
- Lightning Reflexes
- Shadow in the Warp
- Swift and Deadly
- Synapse
Psyker:
- A Genestealer Patriarch can attempt to manifest one psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic powers from the Hivemind's Control discipline.
Upgrades:
- Death From the Shadows: During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain.
- Extended Carapace: A Genstealer Patriarch with extended carapaces has a Save characterisic of 3+ but lose the Swift and Deadly ability.
Options:
- Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:25/Syn:-)
- A patriarch may take the Death from the Shadows Upgrade - 15 pts
- A patriarch may take the Extended Carapace Upgrade - 25 pts
- May take one of the following:
- - Monstrous Scything Talons ··········································· 15 pts.
- - Monstrous Rending Claws ············································· 20 pts.
- A Patriarch may take items from the Biomorphs lists.
- A Patriarch may take any of the following:
- - Flesh hooks ················································ 5 pts
- - Implant attack ············································ 10 pts
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Infantry, Genestealer Patriarch, Synapse
Ymgarl Genestealer Patriarch
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Ymgarl Genestealer Patriarch | 8" | 2+ | 5+ | 6 | 5 | 6 | 5 | 10 | 3+ | 9 |
Biomorphs:
- A pair of Patriarch's Claws
Special Rules:
- Brood Telepathy
- Lightning Reflexes
- Shadow in the Warp
- Swift and Deadly
- Synapse
- Alter Form: At the start of it's movement phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns.
- Slashing Claws: The Ymgarl Genestealer Patriarch has +1 Strength.
- Tentacled Limbs: The Ymgarl Genestealer Patriarch has +1 Attack.
- Muscle Carapace: The Ymgarl Genestealer Patriarch has +1 Toughness.
- Highly Compatible: If given the Ymgarl Factor Apex Biomorph, a Ymgarl Genestealer Patriarch may choose the result of the d3 die roll for its alter form.
- Leftover: An Ymgarl Genestealer Patriarch may never be your warlord.
- Master of Mutation: In detachments with a Ymgarl Genestealer Patriarch, Ymgarl Genestealers count as Troops.
Psyker:
- A Genestealer Patriarch can attempt to manifest one psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic powers from the Hivemind's Control discipline.
Upgrades:
- Extended Carapace: A Ymgarl Genstealer Patriarch with extended carapaces has a Save characterisic of 2+ but lose the Swift and Deadly ability.
Options:
- Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:25/Syn:-)
- An Ymgarl Patriarch may take the Extended Carapace Upgrade - 25 pts
- May take one of the following:
- - Monstrous Scything Talons ··········································· 15 pts.
- - Monstrous Rending Claws ············································· 20 pts.
- An Ymgarl Patriarch may take items from the Biomorphs lists.
- An Ymgarl Patriarch may take any of the following:
- - Flesh hooks ················································ 5 pts
- - Implant attack ············································ 10 pts
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Infantry, Ymgarl Genestealer Patriarch, Synapse
Blind Horror
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Blind Horror | 12" | 3+ | - | 5 | 5 | 6 | 6 | 9 | 3+ | 9 |
Biomorphs:
- A pair of Giant Scything Talons
- A pair of Rending Claws
- A pair of Scything Talons
- Spike Tail
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Giant Scything Talons | Melee | Melee | +3 | -3 | 3 | When attacking with this weapon subtract 1 from the hit rolls |
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. An unit (that doesn't have the Vehicle or Titanic 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. |
Special Rules:
- Blind Beast: This model can't be affected by any rules or stratagems that alter its hit rolls, except for its Monstruos Scything Talons special rule.
- Minor Synapse Link: If a friendly <Hive Fleet> unit has the Swarm keyword it considers this model has being a Synapse creature.
- Pheromones Detectors: This model can reroll failed charge and hit rolls against an unit which has previously lost at least one model due to a moral test.
- Psycological Horror: Enemy units between 12" of this model are forced to take a moral test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition every time an enemy unit (that doesn't have the Vehicle or Titanic keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a discipline test with a -2 to its discipline value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.
Warlord Trait: Mind Eater
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Infantry, Blind Horror, Synapse, Unique
Deathleaper
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Deathleaper | 9" | 2+ | 4+ | 6 | 4 | 6 | 4 | 10 | 5+ | 6 |
Biomorphs:
- Flesh hooks
- Implant attack
- A pair of Scything Talons
- A pair of Sinister Talons
Weapon Range Type S AP D Abilities 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.
Special Rules:
- Hidden Hunter: During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3" away from enemy models.
- "It's After Me!": At the start of the first battle round but before the first turn begins, pick a Character from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper's attacks that target that Character. Also, whilst Deathleaper is alive, that model’s Leadership is reduced by D3.
- "Where is it?": Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper.
- "Deathleap": A Deathleaper does not roll for Charge distances - instead its Charge distance is always 12" unless improved. The deathleaper similarly does not roll for advancing, it always advance 6" and may charge after Advancing.
- "It's too fast!": The Deathleaper has a 3++ invulnerable save in melee and a 4++ invulnerable save against shooting.
- "It's got my weapon!": When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players will roll 1d6 and add it to their weapon skill rating, if Deathleaper loses, nothing happens. If Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn.
- "There is no escape": Enemy Characters cannot disengage from a Deathleaper.
- "Where are my guards?": Enemy units can't intercept wounds made by this model.
Warlord Trait: Mind Eater
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Infantry, Deathleaper, Unique
Old One Eye
Name | M | WS | BS | S | T | W | A | Ld | Sv | PP |
---|---|---|---|---|---|---|---|---|---|---|
Old One Eye | 7" | 3+ | 4+ | 7 | 7 | 9 | 5 | 7 | 3+ | 10 |
Biomorphs:
- Monstrous Crushing Claws
- Monstrous Scything Talons
- Spine Banks
- Thresher Scythe
Special rules:
- Alpha Leader: You can add 1 to hit rolls for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model.
- Berserk Rampage
- Immortal Battering Ram
- Instinctive Behaviour
- Is It Dead?: When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides 5+ cover). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.
- Metal crushing Carapace: Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.
- Regeneration
- That Only Angered It!: Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through or Regeneration.
Warlord Trait: Adaptive Biology
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Character, HQ, Monster, Old One Eye, Unique
Elites
Megakarytes
This unit contains 3 Megakarytes Swarms. It can include up to three more Megakarytes Swarms (Power Rating +2) or up to six more Megakarytes Swarms (Power Rating +4). Each model is armed with cutting teeth.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Points |
---|---|---|---|---|---|---|---|---|---|---|
Megakarytes Swarm | 7" | 6+ | - | 1 | 1 | 6 | 6 | 4 | 7+ | 15 (each) |
Biomorphs:
- Cutting Teeth
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Cutting Teeth | Melee | Melee | user | -1 | 1 | - |
Special rules:
- Minuscule Creatures: This unit treats cover as if it had the Infantry keyword. In addition it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units targeting this unit during the shooting phase suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives.
- Surgical Biomorphs: At the beginning of your movement phase you may choose a friendly <Hive Fleet> unit (that doesn't have the <Swarm> keyword) within 3" of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the Monster keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is Titanic it can also heal D6 wounds but this unit suffers 12 mortal wounds instead.
Options:
- Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-)
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Elites, Swarm, Megakarytes Swarm
Lords of War
Dactylis
A Dactylis is a single model unit. It is armed with a Dactylis Birthing Cannon and it may crushing foes in melee with its Gigantic Shovel Limbs.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Dactylis | * | * | * | 8 | 9 | 30 | 3 | 10 | 2+ | 1000 |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Dactylis Birthing Cannon | - | - | - | - | - | Choose one of this weapons profiles before firing. |
-Arching Shot | 24”-360” | Heavy 3D6 | - | - | - | See “Launched Mines” ability. This attack can target units that aren't visible to the shooter. |
-Defensive Ejection | 36” | Heavy 4D6 | - | - | - | See “Launched Mines” ability. Subtract 1 from the hit rolls when using this weapon profile. |
Gigantic Shovel Limbs | Melee | Melee | +4 | -2 | D3 | Make 3 hit rolls for each attack made with this weapon. |
Remaining W | M | WS | BS |
---|---|---|---|
21-30 | 8” | 4+ | 3+ |
11-20 | 6” | 5+ | 4+ |
1-10 | 4” | 6+ | 5+ |
Abilities:
- Launched Mines:
- For every successful hit roll made by a weapon profile with this ability do not make a wound or save roll, the target automatically suffers D3 mortal wounds. On a hit roll of 6+ the target unit instead suffers D6 mortal wounds. On a failed hit roll instead set up D3 Spore Mine models further than 6” away from the target unit.
- Birthing Overload: The Dactylis can send its metabolism into overdrive, using its own essential biomass to create even more spore mines to fire at the enemy.
- At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this models Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1 this model suffers D3 mortal wounds.
- Unsubtle Attack’s: The Dactylis is not a subtle weapon, it’s job is to provide overwhelming amounts of firepower over a massive area and (if push comes to shove) crudely batter foes in melee. This blunt approach does allow small and nimble foes to easily out jink it and avoid its obvious attacks.
- You may add 1 to the hit rolls for any of this models attacks if the targeted unit has 10 or more models in it or it has the TITANIC keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models.
- Ruptured Birthing Sack: The death of a Dactilyis is often a violent affair, with swarms of infantry being dissolved in torrents of bio acid as an unfortunate soul ruptured the Dactylis’ birthing chamber.
- When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines in base contact with this unit (or with any enemy unit in base contact with this model), then remove it from the battlefield. On a 6 however the fatal blow has caused the remaining spore mines in the Dactylis’ birthing camber to explode causing a massive shower of acid, all units with 2D6” of this model suffer D6 mortal wounds.
- Titanic monster: We’re talking monster hunter end boss levels of huge here, seriously, the models for these things are huge.
- A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.
Keywords:
- Faction: <Hive Fleet>, Tyranids
- Lord of War, Dactylis, Monster, Titanic
Viragon
A Viragon is a single model armed with a pair of Monstrous Scything Talons, Acid Spit, and a Melting Maw.
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts | PP |
---|---|---|---|---|---|---|---|---|---|---|---|
Viragon | * | * | * | * | 12 | 55 | 6 | 10 | 3+ | 2100 | 100 |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Monstrous scything talons | Melee | Melee | X2 | -4 | D3+6 | - |
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. |
Acid Spit | 24" | Assault 2D6 | 6 | -5 | 3 | This weapon automatically hits its target. |
Remaining W | M | WS | BS | S |
---|---|---|---|---|
45-55+ | 18” | 2+ | 2+ | 9 |
35-45 | 14" | 2+ | 3+ | 9 |
20-34 | 10” | 3+ | 3+ | 8 |
5-19 | 8” | 4+ | 4+ | 7 |
1-4 | 6” | 5+ | 5+ | 6 |
Wargear:
- You can purchase one of the following abilities for this model.
- Hardened Carapace (50 points)
- Iper-Acid Sacs (150 points)
- Synaptic Spinal Node (100 points)
Abilities:
- Swallow Whole: Viragons are very voracious creature and the size of their mouth is perfect for accomodating their need of flesh. There's nothing that can be done to save a comrade that falls into its acid-drooling jaws as when something enters that abyss, it never comes out.
- If an enemy model suffer any damage from this model Acid Maw it has to take a Strenght test (unless it has the Titanic keyword). If the result is equal or higher than this model's strenght charateristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds.
- Caustic Vomit: A Viragon can decide to vomit assimilated bio-mass to shower the enemy with its highly corrosive liquids.
- When this model slains a model that doesn't have the Titanic keyword with its Acid Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18" (even between 1" of this model but not of other friendly units) with the following profile:
Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|
18" | Assault X | * | -5 | D3 | X is the number of wounds the slain model had (if he model had the Vehicle keyword then it's half the wounds that he had). In addition this weapon wounds on a roll equal to the slain model's armor save (If its armor save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target. |
- Hardened Carapace: The chitinous plating on this Viragon's back is composed of numerous layer that bond together in an heavy armor capable of deflecting even lascannon shots.
- Subtract 2" from this model's movement and charge distance. Also, consider the AP of the weapons that wound this model has two point worse (-4 become -2, -2 becomes 0 and so on).
- Iper-Acid Sacs:
- You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6" suffers 2D3 mortal wounds, 2D6 on a 6.
- Synaptic Spinal Node:
- This model receives the Synapse and Psyker keywords, the Shadow in the Warp special rule and a 5+ invulnerable save. In addition, this model knows two powers from the Tyranid Discipline and Smite and it can attempt to manifest and deny two powers per turn.
- Subterranel Tunnels:
- During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two <HIVE FLEET> unit in the Viragon's tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9" away from any enemy models. If there are other units in the Viragon's tunnel, set them up at the same time wholly within 6" of the Viragon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
- Underground Reaper: The ground begins to rumble and shift underneath your feet as you fire upon the tyranid horde. You look down at your feet to see an hole of two metres in diameter beginning to form. You begin to run, but it is already too late, as a cavernous jaw erupts from the ground and swallows you whole. This is an all too common an occurrence on a battlefield where a Viragon is on the prowl.
- Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn.
- Burrowing: Viragon (and tyranids in general) are not stupid, they know when they are outmatched or when their strength is needed elsewhere.
- At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain.
- Dense Muscular Tissue:
- This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds, D6+3 on a 6.
Keywords:
- Faction:<Hive Fleet>, Tyranids
- Lord of War, Viragon, Monster, Titanic