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Codex - Tyranids Angry Alien Edition
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====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 β 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.
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