Codex - Tyranids: /tg/'s 8th Edition
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 (under translation)
Melee Biomorphs
- Wrecker Claws and Bio-flail
Weapon Range Type S AP D Abilities 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. Crusher. 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.
- Crusher: A model equipped with two pairs of Wrecker Claws gains +D3 additional attacks in close combat.
- Boneswords and Lash Whips
Range S AP Type Boneswords - User 3 Melee, Life Drain, Parry Lash Whips - User - Melee, Constrict Bonesword and Lash Whip - User 3 Melee, Life Drain, Parry, Constrict
- Life Drain: A model equipped with a single Bonesword inflicts Instant Death on a roll of 6+ in close combat. If it has two or three Boneswords, it inflicts Instant Death on a 5+ instead. If it has four Boneswords, it inflicts Instant Death on a 4+ instead.
- 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+.
- Constrict: All enemy models in base contact with a model with a single Lash Whip have their initiative reduced to 1. If the model has two or three Lash Whips, all enemy models within 3" have their initiative reduced to 1. If the model has four Lash Whips, all enemy models within 3" have their initiative reduced to 1, and decrease their Weapon Skill by 1.
- Rending Claws
Range S AP Type - User 5 Melee, Diamantine Tips
- Diamantine Tips: The close combat attacks of a model with one pair of Rending Claws have the Rending special rule. If the model has two pairs of Rending Claws, then the Rending special rule applies on a to-wound and to penetrate rolls of 5+ (with 5s being counted as sixes for the purposes of determining whether the attack has penetrated the armor).
- Patriarch's Claws
Range S AP Type - User 3 Melee, Diamantine Tips
- Scything Talons
Range S AP Type - User 5 Melee, Slashing Attacks
- Slashing Attacks: A model equipped with a single pair of Scything Talons re-rolls to-hit rolls of 1 in close combat. If it has two pairs of Scything Talons, it re-rolls all failed to-hit rolls in close combat instead.
- Sickle Claws
Range S AP Type - User 2 Melee, Sickle Strike
- Sickle Strike: A model equipped with Sickle Claws inflicts Instant Death on a to-wound roll of 4+ in close combat.
- Grasping Talons
Range S AP Type - +1 2 Melee, Spine-Maw Strike
- Spine-Maw Strike: A model equipped with Grasping Talons may make an additional Spine-Maw attack (see below), resolved at Initiative 1, provided that it scores at least one 6 when rolling to hit.
- Thorax Spine-Maw
Range S AP Type - +4 1 Melee, Instant Death, Digestion Spine
- Digestion Spine: When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule
Ranged Biomorphs
- Acid Spray
Range S AP Type Template 6 3 Assault 1, Torrent, Dissolve
- Dissolve: Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 2+ armour save only save on a 3+, though AP3 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.
- Bio-electric Pulse Weapons
Range S AP Type Bio-Electric Pulse 18" 5 5 Assault 6, Overload Bio-Electric Pulse (with Containment Spines) 18" 5 5 Assault 12, Overload
- Overload: Each attack made by this weapon that rolls a 6 to-hit gains the Haywire special rule if the target is a vehicle.
- Bio-Plasma
Range S AP Type Bio-plasmic glob 18" 7 2 Assault 1, Blast, Maw Cannon Bio-plasmic spit 18" 7 2 Assault 2, Maw Cannon
- Maw Cannon: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat, weapons with this special rule grant one additional attack at the weapons normal Strength and AP, resolved at Initiative step 1.
- Bio-Plasmic Cannon
Range S AP Type Single Shot 36" 7 2 Assault 1, Large Blast Barrage 36" 7 2 Assault 3, Blast Fusillade 36" 7 2 Assault 6
- Choking Cloud
Range S AP Type 12" 3 - Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience
- Predatory Sentience: Successful hits from this weapon against open-topped vehicles and vehicles that have lost any number of Hull Points gain the Armourbane special rule.
- Cluster Spines
Range S AP Type 18" 5 - Assault 1, Large Blast
- Deathspitter Weapons
Range S AP Type Deathspitter 18" 5 5 Assault 3 Deathspitter (with Deathscreamer Grubs) 18" 7 4 Assault 6
- Devourer Weapons
Range S AP Type Devourer 18" 4 - Assault 3, Neural Agony Devourer (with Brainleech Worms) 18" 6 - Assault 6, Neural Agony
- Neural Agony: 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.
- Drool Cannon
Range S AP Type Torrent Template 5 3 Assault 1, Torrent Spit 18" 6 3 Assault 2, Sticky Ooze
- Sticky Ooze: Hits made on the front or side armour of Flyers by a weapon with this special rule gain AP 1 and the Armourbane special rule. Against Flying Monstrous Creatures, weapons with this special rule also inflict a -1 penalty to Grounding tests.
- Thorax Biomorphs
Range S AP Type Desiccator larvae Template 1 - Assault 1, Thorax, Fleshbane Electroshock grubs Template 5 5 Assault 1, Thorax, Haywire Shreddershard Beetles Template 3 - Assault 1, Thorax, Rending, Shred, Sunder Bloodseeker Flies Template 1 - Assault 1, Thorax, Blind Mindflayer Worms Template 4 - Assault 1, Thorax, Neural Agony
- Thorax: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase.
- Flamespurt Cannon
Range S AP Type Template 5 4 Assault 1, Spurt
- Spurt: A model equipped with a weapon with this special rule may exchange its normal attacks to inflict D3 automatic hits at the weapon's Strength and AP, resolved at double the model's Initiative. These hits are counted as being made by a Flame weapon.
- Fleshborer Weapons
Range S AP Type Fleshborer 12" 4 5 Assault 1 Fleshborer Hive 18" 4 4 Assault 20, Rending, Shred, Sunder
- Grasping Tongue
Range S AP Type 12" 6 2 Assault 3, Ignores Cover, Precision Shots
- Impaler Cannon
Range S AP Type 24" 8 3 Assault 2, Homing, Ignores Cover
- Homing: Weapons with this special rule can be fired at targets out of the unit's line of sight.
- Rupture Cannon
Range S AP Type 48" 10 2 Assault 2, Chain Reaction
- Chain Reaction: If both to-hit rolls are successful when firing a Rupture Cannon, both hits are treated as having AP 1 and gain the Armourbane special rule.
- Shock Cannon
Range S AP Type 24" 5 5 Assault 1, Blast, Homing, Haywire
- Spike Rifle
Range S AP Type 24" 3 5 Assault 1
- Spinefist Weapon
Range S AP Type Spinefist 12" 3 5 Assault X, Punch Gun, Twin-Linked Heavy Spinefist 12" 5 5 Assault X, Punch Gun, Twin-Linked
- Punch Gun: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.
- Stinger Salvo
Range S AP Type 18" 5 4 Assault 4
- Strangler Weapons
Range S AP Type Strangleweb Template 3 6 Assault 1, Pinning, Shred, Sunder Greater Strangler Template 4 5 Assault 1, Pinning, Shred, Sunder Barbed Strangler 36" 4 5 Assault 1, Shred, Sunder, Blast, Pinning Stranglethorn Cannon 36" 6 4 Assault 1, Shred, Sunder, Large Blast, Pinning
- Tentaclids
Range S AP Type 36" 5 5 Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One Use Only
- Seeking: Models equipped with a weapon with this special rule re-roll failed to-hit rolls made against swooping Flying Monstrous Creatures and zooming Flyers.
- Independent Missiles: Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase, and any number of them may be fired in addition to other weapons.
- Venom Cannon Weapons
Range S AP Type Venom Cannon (single shot) 36" 7 4 Assault 1, Blast Venom Cannon (salvo) 36" 7 4 Assault 2 Heavy Venom Cannon (single shot) 36" 9 3 Assault 1, Blast Heavy Venom Cannon (salvo) 36" 9 3 Assault 2
- Spore Mine Weapons
Range S AP Type Spore Mine Cyst - X* X* Assault 1, Barrage, Spore Burst, Spore Bomb Spore Mine Launcher 48" X* X* Assault 1, Barrage, Spore Burst Bio-Plasmic Spore Launcher 24-240" 9 2 Ordnance 1, Barrage, Large Blast
- Spore Bomb: Unlike other weapons, Spore Mine Cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, center the large blast marker on any one model the Harpy has passed over that turn and roll for scatter (it scatters D6"). Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the appropriate profile below.
- Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
- * Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules.
S AP Additional rules Frag Mine 4 4 Large Blast, Frag Bombardment Toxin Mine 1 3 Assault 1, Blast, Poisoned (3+) Acid Mine 6 3 Assault 1, Blast, Armourbane, Direct Hit Char Mine 7 3 Assault 1, Large Blast, Aerial Minefield, Melta*
- Frag Bombardment: If a unit charges a unit hit at least once by a weapon with this special rule during the previous Shooting phase, they do not suffer an initiative penalty for charging through Difficult terrain.
- Direct Hit: Acid Mines hit only the model directly under the blast template's central hole. If the blast hits enemy models but the central hole does not, it counts as a miss; place an Acid Spore Cluster as described per the Spore Burst rule.
- Aerial Minefield Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and do not affect any other models.
- * Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.
Upgrade Biomorphs
- Acid Blood: If a model with this Biomorph suffers one or more unsaved wound(s) in close combat, the unit that scored the wound(s) must make an initiative test at the end of the current initiative step. If the test is failed, the unit immediately takes a S 5, AP 2 hit with the Ignores Cover special rule per Wound lost.
- Acid Maw: In close combat, a model with this Biomorph can make a single additional acid maw attack, resolved at Initiative step 1, with the following profile:
Range S AP Type - 5 2 Melee
- Adamantine Tusks: A model with this Biomorph gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, its Hammer of Wrath attacks gain a +1 Strength bonus.
- Adrenal Glands: A model with this Biomorph has the Fleet and Furious Charge special rules.
- Amphibious Adaptations: A model with this Biomorph counts water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.
- Antidote Glands: A unit that has at least half of its models (round up) equipped with this Biomorph that suffers hits from Poisoned weapons counts the Poisoned special rule of those weapons as two steps worse than stated, to a minimum of 6+ eg: a Poisoned (3+) weapon becomes Poisoned (5+), but Poisoned (6+) is unaffected. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper.
- Burrowing Limbs: Units composed entirely with models with this upgrade may Deep Strike within 12" from a friendly Trygon, Trygon Prime, or Mawloc tunnel or within 6" from a Ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally.
- Blinding Venom: In close combat, a model with this Biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:
Range S AP Type - 3 - Melee, Poisoned 6+, Blind
- Carbonized Claws: A model with this Biomorph counts its close combat attacks as having the Sunder special rule.
- Dopamine Injectors: A model with this Biomorph has the Feel No Pain (5+) special rule.
- Enhanced Leg Muscles: A model with this Biomorph has the Crusader special rule.
- Feeder Tendrils: A model with this Biomorph gains the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this Biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule.
- Flesh Hooks: Models equipped with this Biomorph have the Move Through Cover special rule, don't suffer a penalty to their Initiative for charging enemies through Difficult terrain, automatically pass Impact tests, and 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:
Range S AP Type 6" User - Assault 2
- Feeding Frenzy Trigger: A model with this Biomorph has the Rampage special rule.
- Hive Mind Direct Link: A model with this Biomorph has the Eternal Warrior special rule.
- Implant Attack: A model with this Biomorph counts its close combat attacks as having the Instant Death special rule on a to-wound roll of 6.
- Implanted Mechanism Disruption Instincts: A model with this Biomorph has the Tank Hunters special rule.
- Implanted Organism Killing Instincts: A model with this Biomorph has the Monster Hunters special rule.
- Increased Muscle Density: When a model with this Biomorph performs a Smash attack, it halves the number of its attacks, instead of reducing them to one.
- 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 has the Interceptor special rule.
- 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, if it already has an invulnerable save, then that save is improved by one step.
- Wide-Spectrum Retinas: A model with this Biomorph has the Night Vision and Acute Senses special 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 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 VEHICLES) 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"