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Codex - Tyranids: /tg/'s 8th Edition
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====Dactylis==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armoured Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.<br> Based on the simple and easy to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep itself as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactylis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivalled only by the heavy artillery of humans. Though neither the launching process nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modelling notes <div class="mw-collapsible-content">A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off its sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. The final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]</div> </div> This unit contains 1 Dactylis ('''Power Rating 40'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Dactylis || 6" || * || * || 8 || 9 || 30 || * || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! BS !! A |- | 21-30 || 4+ || 3+ || 3 |- | 11-20 || 5+ || 4+ || D3 |- | 1-10 || 6+ || 5+ || 1 |- |} '''Biomorphs:''' *Dactylis Birthing Cannon with Frag Mines *Gigantic Shovel Limbs '''Special Rules:''' *'''Birthing Overload:''' 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 model's 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. *'''Launched Mines (Acid Mine):''' Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Acid Mine models 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. *'''Launched Mines (Char Mine):''' Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Char Mine models 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 hit rolls when targeting units that can {{W40kKeyword|Fly}}. Enemy {{W40kKeyword|Flyers}} suffer double the number of mortal wounds from this weapon. *'''Launched Mines (Frag Mine):''' Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Frag Mine models 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 || - |} *'''Launched Mines (Toxic Mine):''' Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Toxic Mine models 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}}. |} *'''Ruptured Birthing Sack''': 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 (the one it had equipped) in base contact with this unit (or with an 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 chamber to explode, causing a massive shower of lethal components. All units with 2D6” of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with. *'''Titanic Monster''': 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 {{W40kKeyword|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. *'''Unsubtle Attack’s:''' When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the {{W40kKeyword|Titanic}} keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models. '''Options:''' *May exchange its Frag Mines for one of the following spores: ::-Acid Mines - free ::-Char Mines - free ::-Toxic Mines - free *May take any of the followings: ::-Cellular Bolster - 50 pts. ::-Gargantuan Warp Shield - 50 pts. ::-Psy-Catalyst - 60 pts. '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Dactylis}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}
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