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===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''
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