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Codex - Tyranids Angry Alien Edition
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==THE TYRANID SWARM== ===HQ=== ====OLD ONE EYE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Old One Eye | 3 | 2 | 8 | 6 | 4 | 2 | 6 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature (Character)''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''x pts'' '''WARGEAR:''' *'''Scything talons''' *'''Crushing claws''' *'''Regeneration''' *'''Thresher scythe''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Feed)''' *'''It Will Not Die''' *'''Living Battering Ram''' *'''Rage''' *'''Synapse Creature''' '''OPTIONS:''' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ====TYRANID PRIME==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tyranid Prime | 5 | 3 | 4 | 4 | 3 | 4 | 4 | 8 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''1 Tyranid Prime'''...''x pts'' '''WARGEAR:''' *'''Devourer''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Independent Character''' *'''Know No Honour''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' '''PSYKER:''' This unit must purchase a number of psychic powers equal to its Mastery Level. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts'' :: - Improved vision...''x pts'' :: - Overgrown muscles...''x pts'' :: - Hardened carapace...''x pts'' :: - Redundant organs...''x pts'' :: - Duplicated reflex chains...''x pts'' :: - Explosive muscle action...''x pts'' :: - Armored shell...''x pts'' :: - Synaptic enhancement...''x pts'' * May take items from the '''Basic Bio-weapons''', '''Basic Bio-cannons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *May take any of the following special rules: :: - Alpha Warrior...''x pts'' :: - Psyker (Mastery Level 1)...''x pts'' *Must take one of the following: :: - 3+ Armor Save...''x pts'' :: - Wings...''x pts'' :: - Snake body...''x pts'' *May take Flesh hooks...''x pts'' ====TYRANT BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Hive Tyrant | 8 | 4 | 6 | 6 | 3 | 5 | 4 | 10 | 3+ |- | The Swarmlord | 9 | 4 | 6 | 6 | 4 | 6 | 4 | 10 | 3+ |- | Tyrant Guard | 5 | 3 | 5 | 5 | 2 | 4 | 2 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' ''Hive Tyrant and The Swarmlord'' '''Monstrous Creature''' ''Tyrant Guard'' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Hive Tyrant'''...''x pts'' '''WARGEAR:''' ''Hive Tyrant'' *'''Two pairs of scything talons''' ''The Swarmlord'' *'''Two pairs of bone sabres''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Blade Parry, Instant Death |- |}<br style="clear: both; height: 0px;" /> ::'''Blade Parry:''' The Swarmlord has a 4+ invulnerable save against Wounds caused by Melee weapons. This has no effect against the ranged profile of a melee weapon or attacks like Hammer of Wrath and Stomp attacks. ''Tyrant Guard'' *'''Rending claws''' *'''Scything talons''' '''WARLORD TRAIT:''' *'''Synaptic Lynchpin:''' (The Swarmlord only) Your Warlord's Synapse Range is doubled. '''SPECIAL RULES:''' ''Hive Tyrant'' *'''Psyker (Mastery Level 2)''' *'''Know No Honour''' *'''Shadow in the Warp''' *'''Synapse Creature''' ''The Swarmlord'' *'''Alien Cunning:''' Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls. *'''Psyker (Mastery Level 3)''' *'''Know No Honour''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Swarm Leader:''' At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within 18" of the Swarmlord. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn. ''Tyrant Guard'' *'''Blind Rampage:''' If a Hive Tyrant or The Swarmlord is killed whilst part of a unit including one or more models with this special rule, all surviving models with this special rulegain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle. *'''Instinctive Behaviour (Feed)''' *'''Shieldwall:''' Characters in a unit that contains at least one model with this special rule automatically pass Look Out, Sir rolls. *'''Very Bulky''' '''PSYKER:''' Hive Tyrants must purchase a number of psychic powers equal to their Mastery Level. The Swarmlord knows the ''catalyst'', ''dominion'' and ''horror'' psychic powers from the Powers of the Hive Mind discipline. '''OPTIONS:''' *May include up to 5 Tyrant Guard...''x pts/model'' *One Hive Tyrant in your army may be upgraded to The Swarmlord...''x pts'' *The Hive Tyrant may take one of the following: :: - Superior neural connections...''x pts'' :: - Improved vision...''x pts'' :: - Overgrown muscles...''x pts'' :: - Hardened carapace...''x pts'' :: - Redundant organs...''x pts'' :: - Duplicated reflex chains...''x pts'' :: - Explosive muscle action...''x pts'' :: - Armored shell...''x pts'' :: - Secondary brain...''x pts'' :: - Synaptic enhancement...''x pts'' *All Tyrant Guard may take one of the following special rules: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *The Hive Tyrant may take items from the '''Monstrous Bio-cannons''', '''Melee Bio-weapons''', '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Boimorphs''' lists. *Any Tyrant Guard may replace its pair of scything talons with one of the following: :: - Crushing claws...''x pts'' :: - Lash whip and bonesword...''x pts/model'' *The entire Brood may take any of the following: :: - Toxin sacs...''x pts'' :: - Adrenal glands...''x pts'' *The Hive Tyrant may take one of the following Warlord Traits: :: - '''Intimidating Presence'''...''x pts'' Friendly units within 12" of the Warlord can use his Leadership rather than their own. :: - '''The Dust of a Thousand Worlds'''...''x pts'' Your Warlord, and all friendly units within 12", have the Move Through Cover special rule. :: - '''Target Priority'''...''x pts'' In the Shooting phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1. :: - '''Coordinated Assault'''...''x pts'' In the Assault phase, your Warlord and all friendly units within 12" of him reroll To Hit rolls of 1. :: - '''Tenacity'''...''x pts'' Your Warlord has the Feel No Pain special rule. *The Hive Tyrant may take any of the following: :: - Prehensile pincer...''x pts'' :: - Flesh hooks...''x pts'' :: - Bio-Plasma...''x pts'' *The Hive Tyrant and all Tyrant Guards may take monstrous wings and the Lord of Winged Horrors special rule...''x pts + y pts/model *The Hive Tyrant or The Swarmlord must purchase a number of psychic powers from the following list equal to its mastery level: :: - ''Catalyst''...''x pts'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts'' :: - ''Warp blast''...''x pts'' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ===TROOPS=== ====GENESTEALER BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Genestealer | 6 | 2 | 4 | 4 | 1 | 6 | 2 | 10 | 5+ |- | Broodlord | 7 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry'''. The Broodlord is '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''5 Genestealers'''...''40 pts'' '''WARGEAR:''' *'''Rending claws''' '''SPECIAL RULES:''' *'''Bulky''' (Broodlord only) *'''Psyker (Mastery Level 1)''' (Broodlord only) *'''Know No Honour''' (Broodlord only) *'''Fleet''' *'''Infiltrate''' *'''Move Through Cover''' '''PSYKER:''' Broodlords know the ''horror'' psychic power from the '''powers of the hive mind''' discipline. '''OPTIONS:''' *The entire Brood may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to fifteen additional Genestealers...''x pts/model'' *Entire unit may take Death from the Shadows upgrade...''x pts/model'' *Any model in a brood may take one of the following: :: - Scything talons...''x pts'' :: - Rending claws...''x pts'' *The entire brood may take any of the following biomorphs: :: - Serrated blades...''x pt/model'' :: - Adrenal glands...''x pts/model'' :: - Toxin sacs...''x pts/model'' *May add a Broodlord...''x pts'' *A Broodlord may take items from the '''Biomorphs''' list. *A Broodlord may take any of the following: :: - Flesh hooks...''x pts'' :: - Implant attack...''x pts'' ====HORMAGAUNT BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Hormagaunt | 3 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''10 Hormagaunts'''...''30 pts'' '''WARGEAR:''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3". *'''Fleet''' *'''Instinctive Behaviour (Feed)''' *'''Move Through Cover''' '''OPTIONS:''' *The entire Brood may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to twenty additional Hormagaunts...''3 pts/model'' *The entire Brood may take any of the following biomorphs: :: - Serrated blades...''x pt/model'' :: - Adrenal glands...''x pts/model'' :: - Toxin sacs...''x pts/model'' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ====RIPPER SWARM BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Ripper Swarm | 2 | 2 | 3 | 2 | 4 | 2 | 4 | 5 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''3 Ripper Swarms'''...''30 pts'' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Eternal Warrior''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Stealth''' *'''Swarms''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to six additional Ripper Swarms...''x pts/model'' *All models may take spinefists...''x pts/model'' *All Ripper Swarms in the brood may take any of the following biomorphs: :: - Serrated blades...''x pts/model'' :: - Toxin sacs...''x pts/model'' :: - Adrenal glands...''x pts/model'' :: - Echolocation...''x pt/model'' :: - Wide-spectrum retinas...''x pts/model'' ====TERMAGANT BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Termagant | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''10 Termagants'''...''30 pts'' '''WARGEAR:''' *'''Fleshborer''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to twenty additional Hormagaunts...''3 pts/model'' *For every ten Termagants, one may replace its fleshborer with a strangleweb...''x pts/model'' *Any model may replace its fleshborer with one of the following: :: - Devourer...''x pts/model'' :: - Spike rifle...''x pts'' :: - Spinefists...''x pts'' *The entire brood may take any of the following biomorphs: :: - Wide-spectrum retinas...''x pts/model'' :: - Adrenal glands...''x pts/model'' :: - Echolocation...''x pt/model'' :: - Toxin sacs...''x pts/model'' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ====TERVIGON==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tervigon | 3 | 3 | 5 | 6 | 4 | 2 | 3 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Tervigon'''...''190 pts'' '''WARGEAR:''' *'''Stinger salvo''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Psyker (Mastery Level 1)''' *'''Know No Honour''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Brood Progenitor:''' All Broods spawned by the Tervigon within 12" of the Tervigon have the Counter-attack special rule. *'''Spawn:''' At the start of your Shooting phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. Any models that cannot be placed are lost. :The spawned unit cannot charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options. The unit counts as being part of any Detachment or Formation the Tervigon is part of. :If any double is rolled when determining the size of a spawned unit, the Tervigon cannot spawn any further units for the rest of the game. *'''Synaptic Backlash:''' If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play. '''PSYKER:''' This unit must purchase a number of psychic powers equal to its Mastery Level. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts'' :: - Improved vision...''x pts'' :: - Overgrown muscles...''x pts'' :: - Hardened carapace...''x pts'' :: - Redundant organs...''x pts'' :: - Duplicated reflex chains...''x pts'' :: - Explosive muscle action...''x pts'' :: - Armored shell...''x pts'' :: - Secondary brain...''x pts'' :: - Synaptic enhancement...''x pts'' *May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Biological Relics''' lists. *May take one of the following special rules: :: - Spawn Hormagaunts...''x pts'' :: - Spawn Gargoyles...''x pts'' :: - Spawn Rippers...''x pts'' :: - Spawn Sky-Slashers...''x pts'' *May replace stinger salvo with cluster spines...''x pts'' *May replace scything talons with crushing claws...''x pts'' *Must purchase a number of psychic powers from the following list equal to its mastery level: :: - ''Catalyst''...''x pts'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts'' :: - ''Warp blast''...''x pts'' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ====TYRANID WARRIOR BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tyranid Warrior | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''3 Tyranid Warriors'''...''105 pts'' '''WARGEAR:''' *'''Devourer''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' '''PSYKER:''' This unit must purchase a number of psychic powers equal to its Mastery Level. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' :: - Synaptic enhancement...''x pts/model'' *May include up to six additional Tyranid Warriors...''25 pts/model'' *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *For every three Tyranid Warriors in the brood, one may take items from the '''Basic Bio-cannons''' list. *All models in the brood may take flesh hooks...''x pts/model'' *May take the Brotherhood of Psykers (Mastery Level 1) special rule...''x pts'' *The unit must buy a number of psychic powers from the following list equal to its mastery level: :: - ''Catalyst''...''x pts/model'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts/model'' :: - ''Warp blast''...''x pts/model'' *May take a Tyrannocyte or a Mycetic Spore as a Dedicated Transport. ===ELITES=== ====DEATHLEAPER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Deathleaper | 9 | 3 | 6 | 4 | 3 | 7 | 4 | 10 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 (Unique)'''...''x pts'' '''WARGEAR:''' *'''Flesh hooks''' *'''Rending claws''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Chameleonic Skin''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''"It’s after me!":''' Nominate an enemy character at the beginning of the game. Whilst Deathleaper is alive, that model’s Leadership is reduced by 3. *'''Move Through Cover''' *'''Shrouded''' *'''Precision Strikes''' *'''Pheromone Trail''' *'''Very Bulky''' ====HARUSPEX BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Haruspex | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Haruspex'''...''x pts'' '''WARGEAR:''' *'''Grasping tongue''' *'''Crushing claws''' *'''Acid blood''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Feeder-beast:''' If a Haruspex inflicts at least one unsaved Wound during a player turn, then at the end of that player turn it recovers a single Wound lost earlier in the battle. *'''Fuel for Rampage:''' For each unsaved Wound inflicted by a model with this special rule with its regular Attacks it may immediately make one additional Attack. These Attacks do not generate further Attacks. Wounds that inflict Instant Death only generate one bonus Attack. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Haruspexes...''x pts/model'' *May take items from the '''Biomorphs''' list. *May take a thresher scythe...''x pts'' *May take a Tyrannocyte as a Dedicated Transport. ====HIVE GUARD BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Hive Guard | 3 | 3 | 5 | 6 | 2 | 2 | 2 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Hive Guard'''...''x pts'' '''WARGEAR:''' *'''Impaler cannon''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Hunt)''' *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Hive Guard...''x pts/model'' *May take items from the '''Biomorphs''' list. *May take a Tyrannocyte as a Dedicated Transport. ====LICTOR BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Lictor | 6 | 3 | 6 | 4 | 3 | 6 | 3 | 10 | 5+ | Infantry | 1 Lictor |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Lictor'''...''x pts'' '''WARGEAR:''' *'''Rending claws''' *'''Scything talons''' *'''Flesh hooks''' *'''Feeder tendrils''' '''SPECIAL RULES:''' *'''Chameleonic Skin''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Pheromone Trail''' *'''Stealth''' *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Lictors...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. ====MALANTHROPE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Malanthrope | 3 | 3 | 5 | 5 | 4 | 5 | 3 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Malanthrope'''...''x pts'' '''WARGEAR:''' *'''Grasping Tail:''' At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope in enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn't issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties. *'''Regeneration''' *'''Toxic Miasma''' '''SPECIAL RULES:''' *'''Fleet''' *'''Move Through Cover''' *'''Shadow in the Warp''' *'''Poisoned (2+)''' *'''Prey Adaption:''' If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too. *'''Shrouded''' *'''Spore Cloud''' *'''Very Bulky''' '''OPTIONS:''' *May include up to 4 additional Malanthropes...''x pts/model'' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' ====MALECEPTOR==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Maleceptor | 3 | 3 | 6 | 6 | 6 | 3 | 3 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Maleceptor'''...''x pts'' '''WARGEAR:''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Psyker (Mastery Level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''PSYKER:''' Maleceptors know the ''psychic overload'' psychic power. Maleceptors must purchase a number of additional powers equal to their Mastery Level -1. *'''Psychic Overload''' The Psyker can attempt to manifest this psychic power up to 3 times in each of its Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot be selected as the target of Psychic Overload manifested by the same Psyker more than once each Psychic phase. ::Warp Charge 1 :Psychic Overload is a focussed witchfire power with a range of 24". The target must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of 10. If the test is failed, non-vehicle models suffer D3 Wounds with no armour or cover saves allowed, and vehicle models suffer a single glancing hit with no cover saves allowed. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Maleceptors...''x pts/model'' *May take items from the '''Biomorphs''' lists. *The unit must buy a number of psychic powers from the following list equal to its mastery level -1: :: - ''Catalyst''...''x pts/model'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts/model'' :: - ''Warp blast''...''x pts/model'' *May take a Tyrannocyte as a Dedicated Transport. ====PYROVORE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Pyrovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Beasts''' '''UNIT COMPOSITION:''' '''1 Pyrovore'''...''x pts'' '''WARGEAR:''' *'''Flamespurt cannon''' *'''Acid blood''' *'''Acid maw''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Volatile:''' If a Pyrovore is slain by a Wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding the Pyrovore Brood) suffers a Strength 4 AP - hit for each of its models within range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Pyrovores...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. *May take a Tyrannocyte as a Dedicated Transport. ====VENOMTHROPE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Venomthrope | 3 | 3 | 4 | 4 | 2 | 3 | 1 | 6 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Venomthrope'''...''x pts'' '''WARGEAR:''' *'''Two sets of lash whips''' *'''Toxic miasm''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Lurk)''' *'''Poisoned (2+)''' *'''Shrouded''' *'''Very Bulky''' *'''Spore Cloud:''' All friendly units from Codex: Tyranids that are within 6" of a Venomthrope counts as being obscured and gain a 5+ Cover save. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 4 additional Venomthropes...''x pts/model'' ====ZOANTHROPE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Zoanthrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 7 | 5+ |- | Neurothrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 7 | 5+ |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Zoanthrope'''...''x pts'' '''SPECIAL RULES:''' *'''Brotherhood of Psykers (Mastery level 1+number of models in unit)''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psychic Brood:''' If a brood of Zoanthropes manifests the Warp Blast psychic power it is cast once for each model in the unit. The Zoanthrope Brood's Mastery level is always equal to the amount of models left in the unit + 1. Whenever a Zoanthrope is killed choose a psychic power known to the Zoanthropes. The Zoanthropes lose that psychic power until the end of the game. Zoanthropes cant forget Warp Blast psychic power. *'''Warp Field:''' Models with this special rule have a 3+ invulnerable save. '''PSYKER:''' Zoanthrope Broods know the ''warp blast'' psychic power from the '''powers of the hive mind''' discipline. As long as the Brood includes a Neurothrope the Brood also knows the ''Spirit Leech'' power. :Warp Charge 1 :''Spirit Leech'' is a witchfire power with a range of 18" that automatically hits. Roll 3D6 and subtract the target’s Leadership – the target unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by ''Spirit Leech''. Add 1 dice to your Warp Charge pool for each wound caused by ''Spirit Leech''. These additional dice can only be used by the unit that manifested the ''Spirit Leech'' power and can only be used to manifest the ''Warp Blast'' power. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' :: - Secondary brain...''x pts'' :: - Synaptic enhancement...''x pts/model'' *May include up to 4 additional Zoanthropes...''x pts/model'' *May upgrade one Zoanthrope to a Neurothrope if the Brood includes 3 or more Zoanthropes...''x pts'' *May take a Tyrannocyte as a Dedicated Transport. ===FAST ATTACK=== ====DIMACHAERON BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Dimachaeron | 8 | 3 | 6 | 6 | 6 | 6 | 5 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Dimachaeron'''...''x pts'' '''WARGEAR:''' *'''Sickle claws''' *'''Grasping talons''' *'''Thorax spine-maw''' *'''Adrenal glands''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Feed)''' *'''Rampage''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May take a Tyrannocyte as a Dedicated Transport. ====GARGOYLE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Gargoyle | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''10 Gargoyles'''...''x pts'' '''WARGEAR:''' *'''Fleshborer''' *'''Blinding venom''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Hunt)''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to twenty additional Gargoyles...''x pts/model'' *For every ten Gargoyles, one may replace its fleshborer with a strangleweb...''x pts/model'' *All Gargoyles in the brood may take any of the following biomorphs: :: - Echolocation...''x pt/model'' :: - Wide-spectrum retinas...''x pts/model'' :: - Adrenal glands...''x pts/model'' :: - Toxin sacs...''x pts/model'' ====HARPY BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Harpy | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Flying Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Harpy'''...''x pts'' '''WARGEAR:''' *'''Twin-linked stranglethorn cannon''' *'''Scything talons''' *'''Spore mine cysts with frag mines and toxic mines''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Sonic Screech:''' When Harpy Brood charges into combat all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Harpies...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. *Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon...''x pts/model'' *Any model may upgrade it's spore mine cysts to launch acid mines...''x pts/model'' *Any model may take one of the following: :: - Stinger salvo...''x pts/model'' :: - Cluster spines...''x pts/model'' ====HIVE CRONE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Hive Crone | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Flying Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Hive Crone'''...''x pts'' '''WARGEAR:''' *'''Drool cannon''' *'''Four tentaclids''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' *'''Raking Strike:''' A Hive Crone’s Vector Strike is resolved at Strength 8. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Hive Crone...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. *Any model may take up to four additional Tentacilids...''x pts/each'' *Any model may take one of the following: :: - Stinger salvo...''x pts/model'' :: - Cluster spines...''x pts/model'' ====MEIOTIC SPORE CLUSTER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Meiotic Spore Mine | - | - | 1 | 3 | 3 | 3 | - | 3 | - |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Meiotic Spore Mine'''...''x pts'' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Fearless''' *'''Shrouded''' *'''Massive Floating Bomb:''' Each Meiotic Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Meiotic Spores also, except that the hits inflicted when a Meiotic Spore explodes are Strength 8 AP3 rather than Strength 4 AP4. *'''Skyblast:''' Meiotic Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target model’s side armour. '''OPTIONS:''' *May include up to two additional Meiotic Spore Mines...''x pts/model'' ====RAVENER BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Ravener | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 6 | 5+ |- | The Red Terror | 6 | 3 | 5 | 5 | 3 | 5 | 5 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry'''. The Red Terror is '''Infantry (Character)''' '''UNIT COMPOSITION:''' '''3 Raveners'''...''x pts'' '''WARGEAR:''' *'''Two pairs of scything talons''' *'''Prehensile pincer (Red Terror only)''' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Instinctive Behaviour (Feed)''' *'''Know No Honour''' (Red Terror only) *'''Stealth''' *'''Swallow Whole:''' (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole. :If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally. *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to six additional Raveners...''x pts/model'' *Any model may take items from the '''Biomorphs''' list. *Any Ravener may exchange one pair of scything talons for rending claws...''x pts/model'' *Any Ravener may take one of the following: :: - Spinefist...''x pts/model'' :: - Devourer...''x pts/model'' :: - Deathspitter...''x pts/model'' *One Ravener Brood in the army may add the Red Terror...''x pts'' ====SKY-SLASHER SWARM BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Sky-slasher Swarm | 2 | 2 | 3 | 2 | 4 | 2 | 4 | 5 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''3 Sky-slasher Swarms'''...''x pts'' '''SPECIAL RULES:''' *'''Eternal Warrior''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Swarms''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to six additional Sky-slasher Swarms...''x pts/model'' *All models may take spinefists...''x pts/model'' *All Sky-slasher Swarms in the brood may take any of the following biomorphs: :: - Serrated blades...''x pts/model'' :: - Toxin sacs...''x pts/model'' :: - Adrenal glands...''x pts/model'' ====SPORE MINE CLUSTER==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Frag Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Toxin Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Acid Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- | Char Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''3 Frag Mines'''...''x pts'' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Fearless''' *'''Drifting:''' Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal. *'''Floating Death:''' (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically: ::*'''Frag Mines:''' Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits). ::*'''Toxin Mines:''' Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits). ::*'''Acid Mines:''' Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models. :Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties. *'''Sky Bomb:''' (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target. *'''Living Bomb:''' Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''OPTIONS:''' *May include up to six additional Frag Mines...''x pts/model'' *May replace all Frag Mines with one of the following for each Frag Mine: :: - Toxin mine...''x pts/model'' :: - Acid mine...''x pts/model'' :: - Char mine...''x pts/model'' ====SPOROCYSTS==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Sporocyst | 2 | 2 | 5 | 5 | 6 | 3 | 3 | 5 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Sporocyst'''...''x pts'' '''WARGEAR:''' *'''Five deathspitters''' '''SPECIAL RULES:''' *'''Fearless''' *'''Infiltrate''' *'''Instinctive Fire''' *'''Immobile Pod:''' A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance. *'''Synapse Creature''' *'''Spore Node:''' A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Meiotic Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in unit coherency and not in impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' *May replace all five deathspitters with: :: - Five barbed stranglers...''x pts'' :: - Five venom cannons...''x pts'' ====TYRANID SHRIKE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tyranid Shrike | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 7 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Jump Infantry''' '''UNIT COMPOSITION:''' '''3 Tyranid Shrikes'''...''x pts'' '''WARGEAR:''' *'''Devourer''' *'''Scything talons''' '''SPECIAL RULES:''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' '''PSYKER:''' This unit must purchase a number of psychic powers equal to its Mastery Level. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' :: - Synaptic enhancement...''x pts/model'' *May include up to six additional Tyranid Shrikes...''x pts/model'' *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *For every three Tyranid Shrikes in the brood, one may take items from the '''Basic Bio-cannons''' list. *All models in the brood may take Flesh hooks...''x pts/model'' *May take the Brotherhood of Psykers (Mastery Level 1) special rule...''x pts'' *The unit must buy a number of psychic powers from the following list equal to its mastery level: :: - ''Catalyst''...''x pts/model'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts/model'' :: - ''Warp blast''...''x pts/model'' ====TYRANNOCYTE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tyrannocyte | 2 | 2 | 5 | 5 | 6 | 3 | 3 | 8 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Tyrannocyte'''...''x pts'' '''WARGEAR:''' *'''Five deathspitters''' '''SPECIAL RULES:''' *'''Biological Transport (20)''' *'''Deep Strike''' *'''Drifting Death:''' Models with this special rule cannot Run or charge. They can consolidate but may not make a Sweeping Advance. *'''Fearless''' *'''Guided Descent:''' Models with this special rule must start the game in Deep Strike reserve and may not be used in missions that do not allow units to Deep Strike. If, when a model with this special rule scatters onto Impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. Once a model with this special rule Deep Strikes any unit that is embarked upon it must disembark. *'''Instinctive Fire''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May replace all five deathspitters with: :: - Five barbed stranglers...''x pts'' :: - Five venom cannons...''x pts'' ===HEAVY SUPPORT=== ====BIOVORE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Biovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Infantry''' '''UNIT COMPOSITION:''' '''1 Biovore'''...''x pts'' '''WARGEAR:''' *'''Spore Mine launcher with frag and toxin mines''' '''SPECIAL RULES:''' *'''Instinctive Behaviour (Hunt)''' *'''Very Bulky''' '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to four additional Biovores...''x pts/model'' *Any model may upgrade it's spore mine launcher to launch acid mines...''x pts'' *Any model may upgrade it's spore mine launcher to launch char mines...''x pts'' *May take a Tyrannocyte as a Dedicated Transport. ====CARNIFEX BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Carnifex | 3 | 3 | 9 | 6 | 4 | 2 | 3 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Carnifex'''...''x pts'' '''WARGEAR:''' *'''Two sets of scything talons''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1. '''OPTIONS:''' *All models may take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to two additional Carnifexes...''x pts/model'' *Any model may replace any pair of scything talons with a pair of crushing claws...''x pts/model'' *Any model may replace one pair of scything talons with one of the following: :: - Carapace chitin-rams...''x pts/model'' :: - Crushing claw and wrecking ball...''x pts/model'' *Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists. *Any model may take any of the following: :: - Spine banks...''x pts/model'' :: - Bio-plasma...''x pts/model'' *Any model may take one of the following tail biomorphs: :: - Thresher scythe...''x pts/model'' :: - Bone mace...''x pts/model'' *May take a Tyrannocyte as a Dedicated Transport. ====EXOCRINE BROOD==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Exocrine | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Exocrine'''...''x pts'' '''WARGEAR:''' *'''Scything talons''' *'''Bio-plasmic cannon''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' *'''Symbiotic Targeting:''' If an Exocrine does not move in your Movement phase, it adds +1 to its Ballistic Skill until the end of your turn. An Exocrine cannot declare a charge during the same turn that it uses this special rule. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May take items from the '''Biomorphs''' list. *May include up to 2 additional Excorcines...''x pts/model'' *Any model may take the thresher scythe tail biomorph...''x pts/model'' *May take a Tyrannocyte as a Dedicated Transport. ====MAWLOC==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Mawloc | 3 | 0 | 6 | 6 | 6 | 4 | 3 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Mawloc'''...''x pts'' '''SPECIAL RULES:''' *'''Burrow:''' An unengaged Mawloc can, at any point during your Movement phase from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves, it will arrive via Deep Strike in your next turn. A Mawloc cannot Deep Strike and Burrow in the same turn. *'''Deep Strike''' *'''Fearless''' *'''Fleet''' *'''Hit & Run''' *'''Instinctive Behaviour (Feed)''' *'''Stealth''' *'''Terror from the Deep:''' When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour. :If, after removing casualties it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed the least amount needed, until the Mawloc can be placed with no enemy models within 1". If at least one of the models that prevent the Mawloc from being placed is a Gargantuan Creature, or a Super heavy Vehicle, it suffers a "Delayed" result on the Deep Strike Mishap table and no models are moved. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May take items from the '''Biomorphs''' list. *May include up to 2 additional Mawlocs...''x pts/model'' *May take crushing claws...''x pts'' *May take one of the following tail biomorphs: :: - Prehensile pincer...''x pts'' :: - Toxinspike...''x pts'' ====TOXICRENE==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Toxicrene | 3 | 3 | 5 | 6 | 5 | 3 | 5 | 8 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Toxicrene'''...''x pts'' '''WARGEAR:''' *'''Acid blood''' *'''Choking cloud''' *'''Lash whips''' *'''Toxic miasma''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Poisoned (2+)''' *'''Shrouded''' *'''Hypertoxic:''' Any hit inflicted by this model that has the Poisoned special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of 6. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Toxicrenes...''x pts/model'' *May take items from the '''Biomorphs''' lists. *May take a Tyrannocyte as a Dedicated Transport. ====TRYGON==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Trygon | 5 | 3 | 6 | 6 | 6 | 4 | 5 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Trygon'''...''x pts'' '''WARGEAR:''' *'''Bio-electric pulse''' *'''Two pairs of scything talons''' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Fearless''' *'''Fleet''' *'''Instinctive Behaviour (Feed)''' *'''Stealth''' *'''Subterranean Assault:''' If this model starts the game in Deep Strike reserve you may nominate a single other friendly unit in Reserves. The nominated unit does not roll for reserves as normal, instead it automatically arrives after this model does. After this model has arrived the nominated unit enters from the edge of this model's base as if arriving from your table edge. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists. *May replace one set of scything talons crushing claws...''x pts'' *May take one of the following: :: - Heavy spinefist...''x pts'' :: - Spine banks...''x pts'' *May take one of the following tail biomorphs: :: - Prehensile pincer...''x pts'' :: - Toxinspike...''x pts'' ====TRYGON PRIME==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Trygon Prime | 5 | 3 | 6 | 6 | 6 | 4 | 5 | 8 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Trygon Prime'''...''x pts'' '''WARGEAR:''' *'''Bio-electric pulse with containment spines''' *'''Two pairs of scything talons''' '''SPECIAL RULES:''' *'''Deep Strike''' *'''Fleet''' *'''Shadow in the Warp''' *'''Stealth''' *'''Subterranean Assault:''' If this model starts the game in Deep Strike reserve you may nominate a single other friendly unit in Reserves. The nominated unit does not roll for reserves as normal, instead it automatically arrives after this model does. After this model has arrived the nominated unit enters from the edge of this model's base as if arriving from your table edge. *'''Synapse Creature''' '''PSYKER:''' This unit must purchase a number of psychic powers equal to its Mastery Level. '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Armored shell...''x pts/model'' :: - Synaptic enhancement...''x pts'' *May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists. *May replace one set of scything talons crushing claws...''x pts'' *May take one of the following: :: - Heavy spinefist...''x pts'' :: - Spine banks...''x pts'' *May take one of the following tail biomorphs: :: - Prehensile pincer...''x pts'' :: - Toxinspike...''x pts'' *May take the Psyker (Mastery Level 1) special rule...''x pts'' *The unit must buy a number of psychic powers from the following list equal to its mastery level: :: - ''Catalyst''...''x pts/model'' :: - ''Dominion''...''x pts'' :: - ''Onslaught''...''x pts'' :: - ''Horror''...''x pts'' :: - ''Paroxysm''...''x pts/model'' :: - ''Warp blast''...''x pts/model'' ====TYRANNOFEX==== {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- | Tyrannofex | 3 | 3 | 6 | 6 | 6 | 2 | 3 | 8 | 2+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE:''' '''Monstrous Creature''' '''UNIT COMPOSITION:''' '''1 Tyrannofex'''...''x pts'' '''WARGEAR:''' *'''Acid spray''' *'''Stinger salvo''' '''SPECIAL RULES:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' '''OPTIONS:''' *May take one of the following: :: - Superior neural connections...''x pts/model'' :: - Improved vision...''x pts/model'' :: - Overgrown muscles...''x pts/model'' :: - Hardened carapace...''x pts/model'' :: - Redundant organs...''x pts/model'' :: - Duplicated reflex chains...''x pts/model'' :: - Explosive muscle action...''x pts/model'' :: - Impulse inhibitors...''x pts/model'' :: - Armored shell...''x pts/model'' *May include up to 2 additional Tyranofexs...''x pts/model'' *May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists. *May replace acid spray with one of the following: :: - Fleshborer hive...''x pts'' :: - Rupture cannon...''x pts'' *May take a Tyrannocyte as a Dedicated Transport. ===FORTIFICATIONS=== ====SPAWNING POOL==== x pts Spawning Pool is a Swamp area terrain no more than 7"x7" board. It also can be targeted by weapons with Blast or Template special rules, and counts as a model with T5, W2 and Sv4+ for these purposes. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule, and becomes a regular Swamp. *'''Ripper Spawner:''' At the start of each of your Movement phases roll a D3, and add these number of Ripper Swarm bases anywhere within 3" of the Spawning Pool - these bases could be included into already existing Ripper Swarm Broods, if they can be placed in unit a coherency with them, or form a new Ripper Swarm Brood. If any of thise models cannot be placed, because there is no available place or you run out of Ripper Swam bases, remove them as causalities. ====SPORE CHIMNEYS==== x pts Spore Chimneys is a set of three Battlefield Debris pieces no more than 2"x2" board and 5" higheach. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses ts last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris. *'''Spore Cloud:''' All models within 6" of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6" of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6" of a Spore Chimney, resolved as a shooting attack from the Spore Chimney. ====CAPILLARY TOWERS==== x pts Capillary Towers is a set of three Battlefield Debris pieces each no more than 3"x3" board and as high as you want (count as unlimited height). Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted like, they are a Gun Emplacements with T9, W6 and Sv2+ each. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule, and becomes a regular Battlefield Debris, and a Tyranid Player who controls it loses one Victory Point. *'''Biomass Transponder:''' If you have at least one functioning Capillary Tower on the board, each time one of your units with Instinctive Behaviour (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.
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