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Codex - Tyranids: /tg/'s 8th Edition
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====Harpy Brood==== This unit contains 1 Harpy ('''Power Rating 7'''). It can contain 1 additional Harpy ('''Power Rating +7''') or 2 additional Harpies ('''Power Rating +14'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Harpy || * || * || * || 6 || 6 || 12 || 3 || 9 || 4+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 30" || 4+ || 4+ |- | 4-6 || 20" || 4+ || 5+ |- | 1-3 || 10" || 5+ || 5+ |} '''Biomorphs:''' *Scything Wings *Stinger Salvo *Two Stranglethorn Cannons '''Special Rules:''' *'''Death Throes''' *'''Monstrous Brood''' *'''Instinctive Behaviour''' *'''Sonic Screech''' *'''Spore Mine Cysts (Acid Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single <HIVE FLEET> Acid Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. *'''Spore Mine Cysts (Char Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single <HIVE FLEET> Char Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the roll when targeting units that can {{W40kKeyword|Fly}}. Enemies that can {{W40kKeyword|Fly}} suffer double the number of mortal wounds from this weapon. *'''Spore Mine Cysts (Frag Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single <HIVE FLEET> Frag Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Frag Mine''' || 4 || -1 || 1 || - |} *'''Spore Mine Cysts (Toxic Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single <HIVE FLEET> Toxic Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Toxic Mine''' || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |} *'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by the ''Instinctive Behaviour'' rule. '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may replace its two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts. *Any model may take one of the following: ::-Stinger salvo - 8 pts. ::-Cluster spines - 10 pts. *May take the '''Lone Hunter''' Upgrade - 25 pts./model *Any model may exchange its Frag Mines in its ''Spore Mine Cysts'' special rule for one of the following spores: ::-Acid Mines - free ::-Char Mines - free ::-Toxic Mines - free '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Harpy}}, {{W40kKeyword|Fly}}
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