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===Fortification=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Capillary Towers==== <div class="mw-collapsible-content"> ''x''</div> </div> This unit contains 1 Capillary Tower ('''Power Rating: 8'''). It can include 1 additional Capillary Tower ('''Power Rating: +8'''), or 2 additional Capillary Towers ('''Power Rating: +16'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model |- | Capillary Tower || - || - || - || - || 9 || 16 || - || - || 2+ || 160 |} '''Special Rules:''' <tabs> <tab name="Biomass Transponder"> If you have at least one functioning Capillary Tower on the board, each time one of your units with the ''Instinctive Behavior'' special rule destroys an enemy unit in close combat, give a Biomass Token to that unit. Units with a Biomass Token count friendly {{W40kKeyword|<Hive Fleet>}} Capillary Towers as Objective Markers which grants 3 Victory Points at the end of each of the controlling player's turns. Each time it grants Victory Points, remove one Biomass token from one of the units scoring the Capillary Tower. </tab> <tab name="Capillary Tower"> A Capillary Tower is no larger than 4"x4" and as high as you want (count as unlimited height). These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don't need to be set near each other. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule and becomes a regular piece of terrain, and the Tyranid Player who controls it loses D3 Victory Points. </tab> </tabs> '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Capillary Tower}}, {{W40kKeyword|Building}} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Spawning Pools==== <div class="mw-collapsible-content"> ''x''</div> </div> This unit contains 1 Spawning Pool ('''Power Rating: 4'''). It can include 1 additional Spawning Pool ('''Power Rating: +4'''), or 2 additional Spawning Pools ('''Power Rating: +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model |- | Spawning Pool || - || - || - || - || 5 || 6 || - || - || 4+ || 70 |} '''Special Rules:''' <tabs> <tab name="Ripper Spawner"> At the start of each of your Movement phases roll a D3, and add an equal number of Ripper Swarm bases anywhere within 3" of the Spawning Pool - these bases could be included into an already existing friendly {{W40kKeyword|<Hive Fleet>}} Ripper Swarm Brood if they can be placed in unit coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no place available, remove them as causalities. </tab> <tab name="Spawning Pool"> A Spawning Pool is an aquatic piece of terrain no larger than 6"x6". When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule and becomes a regular terrain piece. </tab> </tabs> '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spawning Pool}}, {{W40kKeyword|Building}} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Spore Chimneys==== <div class="mw-collapsible-content"> ''x''</div> </div> This unit contains 1 Spore Chimney ('''Power Rating: 4'''). It can include 1 additional Spore Chimney ('''Power Rating: +4'''), or 2 additional Spore Chimneys ('''Power Rating: +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model |- | Spore Chimney || - || - || - || - || 8 || 10 || - || - || 4+ || 80 |} '''Special Rules:''' <tabs> <tab name="Spore Chimney"> A Spore Chimney is no larger than 3"x3"x10". These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don't need to be set near each other. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule and becomes a regular piece of terrain. </tab> <tab name="Spore Cloud"> Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|<Hive Fleet>}} units within 6" of any friendly {{W40kKeyword|<Hive Fleet>}} Spore Chimneys. At the beginning of each Command phase, roll a D6 for each enemy unit within 6" of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds. </tab> </tabs> '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spore Chimney}}, {{W40kKeyword|Building}} <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ====Sporocyst Brood==== <div class="mw-collapsible-content"> ''x''</div> </div> This unit contains 1 Sporocyst ('''Power Rating: 6'''). It can include 1 additional Sporocyst ('''Power Rating: +5'''), or 2 additional Sporocysts ('''Power Rating: +10'''). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don't need to be set near each other. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model |- | Sporocyst || - || 5+ || 5+ || '''5''' || 6 || 7-12 || '''5''' || 7 || 4+ || 115 |- | Sporocyst || - || 5+ || 5+ || '''4''' || 6 || 4-6 || '''D3''' || 7 || 4+ || 115 |- | Sporocyst || - || 5+ || 5+ || '''3''' || 6 || 1-3 || '''1''' || 7 || 4+ || 115 |} '''Biomorphs:''' <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''-Five Deathspitters''' <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Deathspitter''' || 24" || Assault 3 || 5 || -1 || 1 || - |}</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''-Monstrous Lash Whips''' <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Monstrous Lash Whips''' || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |}</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''-Spore Node''' <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spore Node''' || 18" || Heavy 1 || - || - || - || See ''Spore Node'' special rule. |}</div> </div> '''Special Rules:''' <tabs> <tab name="Bombardment Organism"> When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. </tab> <tab name="Death Throes"> If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. </tab> <tab name="Instinctive Behaviour"> See Army Rules - Universal </tab> <tab name="Psychic Resonator"> Whilst a Sporocyst is within 12" of a friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Synapse}} unit, it has the {{W40kKeyword|Synapse}} keyword and the Synapse ability. </tab> <tab name="Spawn Spore Mines (Acid Mine)"> At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Acid Spore Mines or 1 {{W40kKeyword|<Hive Fleet>}} Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed). </tab> <tab name="Spore Node (Acid Mine)"> Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds. Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Acid Spore Mines or 1 {{W40kKeyword|<Hive Fleet>}} Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Mucolid Spores or Acid Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch. </tab> </tabs> '''Upgrades:''' <tabs> <tab name="Spawn Spore Mines (Char Mine)"> At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Char Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed). </tab> <tab name="Spore Node (Char Mine)"> Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds. If the target is an {{W40kKeyword|Aircraft}}, double the number of mortal wounds this spore inflicts. Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Char Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Char Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch. </tab> <tab name="Spawn Spore Mines (Frag Mine)"> At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Frag Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed). </tab> <tab name="Spore Node (Frag Mine)"> Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. 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 || - |} Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Frag Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Frag Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch. </tab> <tab name="Spawn Spore Mines (Toxic Mine)"> At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Toxic Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed). </tab> <tab name="Spore Node (Toxic Mine)"> Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. 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}}. |} Each time a spore node attack misses its target, add a new unit of 3 {{W40kKeyword|<Hive Fleet>}} Toxic Spore Mines to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Toxic Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch. </tab> </tabs> '''Options:''' '''Mutations:''' (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-) Any model may replace all five '''Deathspitters''' with one of the following: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> -Five '''Barbed Stranglers''' - +20 pts. <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Barbed Strangler''' || 36" || Assault D6 || 5 || -1 || 1 || Blast. 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. |}</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> -Five '''Venom Cannons''' - +45 pts. <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Venom Cannon (Salvo)''' || 36" || Assault D3 || 8 || -2 || D3 || Blast. |- |'''Venom Cannon (Single Shot)''' || 36" || Assault 1 || 9 || -3 || D3 || - |}</div> </div> Any model may replace its ''Spawn Spore Mines (Acid Mine)'' and ''Spore Node (Acid Mine)'' special rules for one of the following sets of rules: -''Spawn Spore Mines (Char Mine)'' and ''Spore Node (Char Mine)'' - free -''Spawn Spore Mines (Frag Mine)'' and ''Spore Node (Frag Mine)'' - free -''Spawn Spore Mines (Toxic Mine)'' and ''Spore Node (Toxic Mine)'' - free '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortifications}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Sporocyst}}
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