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==Units== ===HQ=== ====Genestealer Patriarch==== This unit contains 1 Genestealer Patriarch ('''Power Rating 6'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Genestealer Patriarch || 8" || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 4+ |} '''Biomorphs:''' * A pair of Patriarch's Claws '''Special Rules:''' *'''Brood Telepathy''' *'''Lightning Reflexes''' *'''Shadow in the Warp''' *'''Swift and Deadly''' *'''Synapse''' '''Psyker:''' *A Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and one psychic power from the Hivemind's Control discipline. '''Upgrades:''' *'''Death From the Shadows:''' During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain. *'''Extended Carapace:''' A Genstealer Patriarch with extended carapaces has a Save characteristic of 3+ but loses the ''Swift and Deadly'' special rule. '''Options:''' *Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-) * A Patriarch may take the '''Death from the Shadows''' Upgrade - 15 pts * A Patriarch may take the '''Extended Carapace''' Upgrade - 25 pts * A Patriarch may take one of the following: ::- Monstrous Scything Talons - 15 pts. ::- Monstrous Rending Claws - 20 pts. *A Patriarch may take up to two items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *A Patriarch may take any of the following: ::- Flesh Hooks - 5 pts ::- Implant Attack - 10 pts '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} =====Ymgarl Genestealer Patriarch===== This unit contains 1 Ymgarl Genestealer Patriarch ('''Power Rating 8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Ymgarl Genestealer Patriarch || 8" || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 3+ |} '''Biomorphs:''' *A pair of Patriarch's Claws *Feeder Tendrils '''Special Rules:''' *'''Alter Form:''' At the start of its movement phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. ::*'''Slashing Claws:''' The Ymgarl Genestealer Patriarch has +1 Strength. ::*'''Tentacled Limbs:''' The Ymgarl Genestealer Patriarch has +1 Attack. ::*'''Muscle Carapace:''' The Ymgarl Genestealer Patriarch has +1 Toughness. *'''Brood Telepathy''' *'''Highly Compatible:''' If given the Ymgarl Factor Bio-Artefact, a Ymgarl Genestealer Patriarch may choose the result of the D3 die roll for its alter form. *'''Leftover:''' A Ymgarl Genestealer Patriarch may never be your Warlord. *'''Lightning Reflexes''' *'''Master of Mutation:''' In detachments with a Ymgarl Genestealer Patriarch, Ymgarl Genestealers count as {{W40kKeyword|Troops}}. *'''Shadow in the Warp''' *'''Swift and Deadly''' *'''Synapse''' '''Psyker:''' *An Ymgarl Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and one psychic power from the Hivemind's Control discipline. '''Upgrades:''' *'''Extended Carapace:''' A Ymgarl Genstealer Patriarch with extended carapaces has a Save characteristic of 2+ but lose the ''Swift and Deadly'' special rule. '''Options:''' *Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-) * An Ymgarl Patriarch may take the Extended Carapace Upgrade - 25 pts * An Ymgarl Patriarch may take one of the following: ::- Monstrous Scything Talons - 15 pts. ::- Monstrous Rending Claws - 20 pts. *An Ymgarl Patriarch may take up to two items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *An Ymgarl Patriarch may take any of the following: ::- Flesh Hooks - 5 pts ::- Implant Attack - 10 pts '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Hive Tyrant==== This unit contains 1 Hive Tyrant ('''Power Rating 8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Hive Tyrant || * || * || * || 6 || 7 || 12 || 4 || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 9"/16" || 2+ || 3+ |- | 4-6 || 7"/12" || 3+ || 3+ |- | 1-3 || 5"/8" || 4+ || 4+ |} '''Biomorphs:''' *Two pairs of Monstrous Scything Talons '''Special Rules:''' *'''Death Throes''' *'''Psychic Barrier''' *'''Shadow in the Warp''' *'''Synapse''' *'''The Will of the Hive Mind''' '''Psyker:''' *An Hive Tyran can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and two psychic powers from the Hivemind's Control or Hivemind's Wrath disciplines. '''Upgrades:''' *'''Hive Commander:''' For each Hive Tyrant in your army with this upgrade, choose a single {{W40kKeyword|Troops}} unit from the same detachment. Do not set up that unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9" away from any enemy models and within 6" of a board edge. *'''Indescribable Horror:''' Enemy units within 12" subtract 1 from their leadership. *'''Lord of the Skies:''' If a Hive Tyrant with the Wings upgrade is your warlord, Gargoyles, Simurghs, Shrikes, and Sky-Slashers count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice. *'''Old Adversary:''' This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy {{W40kKeyword|Character}}. '''Options:''' *Mutations: (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30) ::<nowiki>*</nowiki>cannot be taken on a model with wings biomorph. *May take items from the ''Monstrous Bio-cannons'', ''Monstrous Bio-weapons'' and ''Thorax Biomorphs'' lists. *May take up to three items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. * May take any of the following upgrades: ::- '''Hive Commander''' - 20 pts. ::- '''Indescribable Horror''' - 10 pts. ::- '''Old Adversary''' - 15 pts. * May take any of the following: ::- Bio-Plasma - 15 pts. ::- Flesh Hooks - 15 pts. ::- Prehensile Pincer - 10 pts. ::- Wings and '''Lord of the Skies''' special rule - 27 pts/2 PP. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Malanthrope Brood==== This unit contains 1 Malanthrope ('''Power Rating 6'''). It can contain 1 additional Malanthrope ('''Power Rating +6''') or 2 additional Malanthropes ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Malanthrope || 6" || 4+ || 4+ || 4 || 5 || 9 || 4 || 9 || 5+ |} '''Biomorphs''' *'''Grasping Tail''' *'''Regeneration''' '''Special Rules:''' *'''Enhanced Toxic Miasma''' *'''Monstrous Brood''' *'''Prey Adaption''' *'''Shadow in the Warp''' *'''Shrouding Spores (Malanthrope)''' *'''Synapse''' '''Options:''' *Mutations: (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35) *May take up to two items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 2 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Malanthrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}} ====Neurothrope==== This unit contains 1 Neurothrope ('''Power Rating 4'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Neurothrope || 6" || 4+ || 3+ || 4 || 4 || 5 || 1 || 9 || 5+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Shadow in the Warp''' *'''Spirit Leech''' *'''Synapse''' *'''Warp Field''' *'''Warp Siphon''' '''Psyker:''' *A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' and the ''Warp Blast'' powers plus one psychic power from any of the Hivemind's disciplines. '''Upgrades:''' *'''Psychic Overlord:''' This model adds 1 to the result of the dices when trying to manifest or deny a psychic power. '''Options:''' *Mutations: (M:10/WS:-/BS:15/S:10/T:20/W:20/A:5/Ld:-/Sv:10/Psy:35/Syn:20) *A Neurothrope may take the '''Psychic Overlord''' Upgrade. *A Neurothrope may take up to two items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 2 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Neurothrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthrope}}, {{W40kKeyword|Psyker}} ====Tervigon==== This unit contains 1 Tervigon ('''Power Rating 9'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tervigon || * || * || * || 7 || 8 || 14 || 3 || 9 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 8-14+ || 8" || 4+ || 4+ |- | 4-7 || 6" || 5+ || 5+ |- | 1-3 || 4" || 5+ || 6+ |} '''Biomorphs:''' *A pair of Massive Scything Talons *Stinger Salvo '''Special Rules:''' *'''Brood Progenitor''' *'''Shadow in the Warp''' *'''Spawner:''' At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. Models created by this rule count as having the same upgrade biomorphs as the Tervigon, for the exception of Acid Blood and Adamantine Tusks. *'''Synapse''' *'''Synaptic Backlash''' '''Psyker:''' *A Tervigon can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and one psychic power from the Hivemind's Control discipline. '''Upgrades:''' *'''Spawn Hormagaunts:''' Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Gargoyles:''' Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Simurghs:''' Replace Termagants with Simurghs in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Rippers:''' Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. *'''Spawn Sky-Slashers:''' Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:-/Sv:45/Psy:25/Syn:35) *May take one item from the ''Thorax Biomorphs'' lists. *May take up to three items from the ''Biomorphs'' lists.* *May take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. :<nowiki>*</nowiki> Tervigons take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks). *May take one of the following upgrades: ::- '''Spawn Hormagaunts''' - Free ::- '''Spawn Gargoyles''' - 40 pts. ::- '''Spawn Simurghs''' - 40 pts. ::- '''Spawn Rippers''' - 40 pts. ::- '''Spawn Sky-Slashers''' - 60 pts. * May replace its Stinger Salvo with Cluster Spines - 5 pts. * May replace its Massive Scything Talons with Massive Crushing Claws - 20 pts. * May take Wings if it has taken the '''Spawn Gargoyles''', '''Simurghs''', or '''Sky-Slasher''' Upgrade - 20 pts./2 PP '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tervigon}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Trygon Prime==== This unit contains 1 Trygon Prime ('''Power Rating 9'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Trygon Prime || * || * || * || 7 || 6 || 12 || 6 || 9 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 9" || 3+ || 4+ |- | 4-6 || 7" || 4+ || 5+ |- | 1-3 || 5" || 5+ || 6+ |} '''Biomorphs:''' *Bio-electric Pulse with Containment Spines *Three pairs of Monstrous Scything Talons '''Special rules:''' *'''Burrow''': At the beginning of any of your Movement phases, any Trygon Prime that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the ''Subterranean Assault'' ability. A Trygon Prime may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon Prime is underground, it is considered to be slain. *'''Death Throes''' *'''Serpent Lord:''' If a Trygon Prime is your warlord, Raveners count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice. *'''Shadow in the Warp''' *'''Subterranean Assault''' *'''Synapse''' '''Upgrades:''' *'''Lurker:''' A Trygon Prime with this upgrade can enter from Reserve on the first turn. *'''Prepared Tunnel Network:''' Two units can emerge by the ''Subterranean Assault'' special rule with a Trygon Prime with this upgrade. '''Psyker:''' *A Trygon Prime that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and one psychic power from the Hivemind's Malice discipline. '''Options:''' *Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-) *May take one item from the ''Thorax Biomorphs'' lists. *May take up to three items from the ''Biomorphs'' lists. *May take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. * May take any of the following upgrades: ::- '''Prepared Tunnel Network''' - 50 pts. ::- '''Lurker''' - 50 pts. ::- {{W40kKeyword|Psyker}} keyword - 50 pts. * May take one of the following: ::- Heavy spinefist - 10 pts. ::- Spine banks - 2 pts. *May take one of the following tail biomorphs: ::- Biostatic Rattle - free ::- Prehensile Pincer - free ::- Toxinspike - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon Prime}}, {{W40kKeyword|Synapse}} ====Tyranid Prime==== This unit contains 1 Tyranid Prime ('''Power Rating 4'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyranid Prime || 6" || 2+ || 3+ || 5 || 5 || 6 || 4 || 10 || 3+ |- | Tyranid Prime Apex Strain || 6" || 2+ || 3+ || 5 || 5 || 7 || 5 || 10 || 3+ |} '''Biomorphs:''' *Devourer *Scything Talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse''' '''Psyker:''' *A Tyranid Prim Apex Strain can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' power and one psychic power from the Hivemind's Control discipline. '''Upgrades:''' *'''Brood Leader:''' Friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Infantry}} units within 6" of this model can re-roll hit rolls of 1. If the unit is of Tyranid Warriors, Shrikes or Raveners, you can also add 1 to their hit rolls. '''Options:''' *Mutations: (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20) * May take items from the ''Basic Bio-weapons'', ''Basic Bio-cannons'' and ''Melee Bio-weapons'' lists. *May take one item from the ''Biomorphs'' list. *May take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 3 pts. * May take the '''Brood Leader''' upgrade - 20 pts. * May be upgraded to Tyranid Prime Apex Strain - 30 pts/ 1 PP. * May take one of the following: ::- Wings - free ::- Snake body - free * May take any of the followings: ::-Flesh Hooks - 5 pts. ::-Prehensile Pincer - 10 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Prime}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} (Tyranid Prime Apex Strain Only) ====Blind Horror==== This unit contains 1 Blind Horror ('''Power Rating 8'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Blind Horror || 12" || 3+ || - || 5 || 5 || 6 || 6 || 9 || 3+ |} '''Biomorphs:''' *A pair of Giant Scything Talons *A pair of Rending Claws *A pair of Scything Talons *Spike Tail '''Special Rules:''' *'''Blind Beast:''' This model can't be affected by any rules or stratagems that alter its hit rolls, except for its '''Monstruos Scything Talons''' special rule. *'''Minor Synapse Link:''' Friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Swarm}} units consider this model has to have the ''Synapse'' special rule and keyword. *'''Pheromones Detectors:''' This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test. *'''Psycological Horror:''' Enemy units between 12" of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action. '''Warlord Trait:''' If this model is your Warlord, it has the ''Mind Eater'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Blind Horror}} ====Deathleaper==== This unit contains 1 Deathleaper ('''Power Rating 5'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Deathleaper || 9" || 2+ || 4+ || 6 || 4 || 6 || 4 || 10 || 5+ |} '''Biomorphs:''' *Flesh Hooks *Implant attack *A pair of Scything Talons *A pair of Sinister Talons *Feeder Tendrils '''Special Rules:''' *'''Assassin Lord:''' If the Deathleaper is your warlord, lictors count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|Troop}} choice. *'''Hidden Hunter:''' During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3" away from enemy models. *'''"It's After Me!":''' At the start of the first battle round but before the first turn begins, pick a {{W40kKeyword|Character}} from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper's attacks that target that {{W40kKeyword|Character}}. Also, whilst Deathleaper is alive, that modelβs Leadership is reduced by D3. *'''"Where is it?":''' Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper. *'''"Deathleap":''' A Deathleaper does not roll for Charge distances - instead its Charge distance is always 12" unless improved. The Deathleaper similarly does not roll for advancing, it always advances 6" and may charge after Advancing. *'''"It's too fast!":''' The Deathleaper has a 4++ invulnerable save in melee and a 3++ invulnerable save against shooting. *'''"It's got my weapon!":''' When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Deathleaper loses, nothing happens. If the Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn. *'''Superior Chameleonic Skin''' *'''"There is no escape":''' Enemy {{W40kKeyword|Characters}} cannot disengage from a Deathleaper. *'''"Where are my guards?":''' Enemy units can't intercept wounds made by this model. '''Warlord Trait:''' If this model is your Warlord, it has the ''Mind Eater'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Deathleaper}} ====Old One Eye==== This unit contains 1 Old One Eye ('''Power Rating 10'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Old One Eye || 7" || 3+ || 4+ || 7 || 7 || 9 || 5 || 7 || 3+ |} '''Biomorphs:''' *Monstrous Crushing Claws *Monstrous Scything Talons *Spine Banks *Thresher Scythe '''Special rules:''' *'''Alpha Leader:''' You can add 1 to hit rolls for friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Carnifex}} units that are within 6" of this model. *'''Berserk Rampage''' *'''Immortal Battering Ram''' *'''Instinctive Behaviour''' *'''"Is It Dead?":''' When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining. *'''Lord of the Living Battering-rams:''' If the Old One Eye is your warlord, Carnifexes, Stone Crusher Carnifexes, Thornbacks and Screamer Killers count as {{W40kKeyword|TROOPS}} and may be taken as a {{W40kKeyword|TROOP}} choice. *'''Metal-crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one. *'''Regeneration''' *'''"That Only Angered It!":''' Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems. '''Warlord Trait:''' If this model is your Warlord, it has the ''Adaptive Biology'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Old One Eye}}, {{W40kKeyword|Carnifex}} ====The Doom of Malan'tai==== This unit contains 1 Doom of Malan'tai ('''Power Rating 15'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Doom of Malan'tai || 6" || 4+ || 2+ || 4 || 4 || 6 || 1 || 10 || 5+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Destroyer of Malan'tai:''' {{W40kKeyword|AELDARI}} units suffer a -2 leadership penalty while within the Doom of Malan'tai's synapse range or if targeted by the Doom of Malan'tai with a power that wounds based on Leadership. It may also add 3 to its rolls when trying to deny a psychic power manifested by an {{W40kKeyword|AELDARI}} unit. *'''Psychic Ancestor:''' If the Doom of Malan'tai is your warlord, zoanthropes count as {{W40kKeyword|TROOP}} and may be taken as a {{W40kKeyword|TROOP}} choice. *'''Psychic Apocalypse:''' When trying to manifest or block a psychic power, this model has a bonus to its rolls equal to half its wound characteristic (rounding up). Also, in every Psychic phase, this model may manifest a single psychic power for a number of times equal to half its wound characteristic (rounding up). *'''Shadow in the Warp''' *'''Soul Eater:''' Each time an enemy model is removed as a causality due to the Doom of Malan'tai attacks or psychic powers, the Doom of Malan'tai gains one wound, to the maximum of 9. *'''Spirit Leech''' *'''Synapse Overlord:''' {{W40kKeyword|<Hive Fleet>}} units automatically pass Morale tests if they are within 18" of this model. The Doom of Malan'Tai adds double its number of wounds to its synapse range. *'''Warp Field''' *'''Warp Well:''' You can re-roll any of this model's rolls when trying to manifest or block a psychic power. In addition, friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Tyranids}} {{W40kKeyword|Psykers}} within 6" add 1 to their rolls when trying to manifest or block a psychic power, 2 if they are {{W40kKeyword|Zoanthropes}}. '''Psyker:''' *The Doom of Malan'tai can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows every power from the Hive Mind's Wrath and Hive Mind's Malice disciplines. '''Warlord Trait:''' If this model is your Warlord, it has the ''Synaptic Lynchpin'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Doom of Malan'tai}}, {{W40kKeyword|Fly}} {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====The Parasite of Mortrex==== This unit contains 1 Parasite of Mortex ('''Power Rating 4'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Parasite of Mortex || * || 2+ || 4+ || 6 || 4 || 5 || 4 || 10 || 3+ |} '''Biomorphs:''' *Implant Attack *Spring Coil Musculature *Two pairs of Rending Claws '''Special Rules:''' *'''Host Organism:''' Rippers count The Parasite of Mortex as having a 24" synapse range. *'''Implant Parasite:''' Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex, must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase, place new Ripper Swarm Brood with a number of Ripper Swarm bases equal to the result or add them to a Ripper Swarm Brood within 3" of this model. All models must be within 3β of the unit with this rule. Any bases that cannot be placed because of enemies within 1β are lost. *'''Shadow in the Warp''' *'''Synapse''' '''Warlord Trait:''' If this model is your Warlord, it has the ''Instinctive Killer'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Parasite of Mortex}}, {{W40kKeyword|Fly}} ====The Swarmlord==== This unit contains 1 Swarmlord ('''Power Rating 20'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Swarmlord || * || 2+ || 2+ || * || 7 || 14 || * || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! S !! A |- | 8-14+ || 9" || 8 || 6 |- | 4-7 || 7" || 7 || 5 |- | 1-3 || 5" || 6 || 4 |} '''Biomorphs:''' *Two pair of Bone Sabres *Prehensile Pincer *Dopamine Injectors *Regeneration '''Special Rules:''' *'''Aeons of Experience:''' If the Swarmlord is your warlord, it has two warlord traits. *'''Blade Parry''' *'''Bullet Screening:''' Roll a dice each time this model loses a wound whilst any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood is within 3" of this unit; on a 2+ a model from that unit can intercept that hit - the Hive Tyrant does not lose a wound but the unit suffers a mortal wound. *'''Death Throes''' *'''Hive Commander''' *'''Old Adversary''' *'''Psychic Barrier''' *'''Psychic Monstrosity:''' The Swarmlord may never suffer perils and may reroll any number of dices when attempting to cast or deny a psychic power. *'''Shadow in the Warp''' *'''Suppress Instincts:''' At the beginning of your turn pick a friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Tyranids}} unit that would suffer from the ''Instinctive Behaviour'' special rule; that unit ignores the effect of the rule until the beginning of your next turn. *'''Swarm Leader:''' At the beginning of your turn, pick one friendly {{W40kKeyword|<Hive Fleet>}} unit within 6" of the Swarmlord. The unit can either choose to re-roll every wound roll against {{W40kKeyword|Monster}}s or {{W40kKeyword|Vehicle}}s, to re-roll every hit roll of 1, or to not suffer any penalties to the hit rolls for moving and shooting with Heavy weapons and Advancing and shooting with Assault weapons. *'''Synapse''' *'''The Destroyer of Galaxies:''' The Swarmlord's leadership may never be negatively affected and moral tests made by enemy units within 18" are taken at a -2 leadership penalty. *'''The Will of the Hive Mind''' '''Psyker:''' *The Swarmlord can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the ''Smite'' power and three psychic powers from any of the Hivemind's disciplines. '''Warlord Trait:''' If this model is your Warlord, it has the ''Alien Cunning'' Warlord Trait and one more chosen from the remaining ones. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|The Swarmlord}}, {{W40kKeyword|Psyker}} ===Troops=== ====Genestealer Brood==== This unit contains 5 Genestealers ('''Power Rating 4'''). It can include up to 5 more Genestealers ('''Power Rating +4'''), up to 10 more Genestealers ('''Power Rating +8''') or up to 15 more Genestealers ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Genestealer || 8" || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 5+ |- | Broodlord || 8" || 2+ || 4+ || 5 || 5 || 3 || 4 || 9 || 5+ |} '''Biomorphs:''' *One pair of Rending Claws *One pair of Monstrous Rending Claws (Broodlord Only) '''Special Rules:''' *'''Flurry of Claws''' *'''Lightning Reflexes''' *'''Swift and Deadly''' '''Psyker:''' A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' and ''The Horror'' power. '''Upgrades:''' *'''Death From the Shadows:''' During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain. '''Options:''' *Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-) ::- Mutations (Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-) *The entire unit may take the '''Death from the Shadows''' Upgrade - 10 pts./model *Any model in the brood may take one of the following: ::-Rending Claws - 2 pts. ::-Scything Talons - free *Any model in the brood may take any of the following: ::-Adrenal Glands - 3 pts. ::-Toxin Sacs - 4 pts. *Any model in the brood may take one of the following biomorphs: ::-Serrated blades - 3 pts. ::-Carbonized claws - 3 pts. *One Genestealer every four can take one of the following biomorphs: ::-Acid Maw - free ::-Flesh Hooks - 2 pts. *The unit may include a Broodlord - 50 pts./2 PP *The Broodlord may take one item from the '''Biomorphs''' list. *The Broodlord may take one of the followings: ::- Monstrous Rending Claws - 10 pts. ::- Monstrous Scything Talons - 7 pts. *The Broodlord may take any of the following: ::-Adrenal Glands - 3 pts. ::-Flesh Hooks - 5 pts ::-Implant Attack - 10 pts ::-Toxin Sacs - 4 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealers}}, {{W40kKeyword|Psyker}} (Broodlord Only) ====Hormagaunt Brood==== This unit contains 10 Hormagaunts ('''Power Rating 3'''). It can include up to 10 more Hormagaunts ('''Power Rating +3'''), up to 20 more Hormagaunts ('''Power Rating +6'''), up to 30 more Hormagaunts ('''Power Rating +9''') or up to 40 more Hormagaunts ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Hormagaunt || 8" || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+ |- | Hormagaunt Alpha || 8" || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+ |} '''Biomorphs:''' *A pair of Scything Talons '''Special Rules:''' *'''Bounding Leap:''' This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6". *'''Hungering Swarm''' *'''Instinctive Behaviour''' '''Options:''' *Mutations: (M:2/WS:1/BS:-/S:1/T:2/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *Any model in the brood may take one of the following biomorphs: ::-Carbonized Claws - 2 pts. ::-Serrated Blades - 2 pts. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 2 pts. *One every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for 6 points. The brood uses the Hormagaunt Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hormagaunt}} ====Ripper Swarm Brood==== This unit contains 3 Ripper Swarms ('''Power Rating 2'''). It can include up to 3 more Ripper Swarms ('''Power Rating +2'''), up to 6 more Ripper Swarms ('''Power Rating +4'''), up to 9 more Ripper Swarms ('''Power Rating +6'''), or up to 12 more Ripper Swarms ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Ripper Swarm || 6" || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Burrowers''' *'''Consume:''' During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. *'''Instinctive Behaviour''' *'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile: :{| class=wikitable |- valign=top ! S !! AP !! D !! Abilities |- | 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound. |} '''Options:''' *Mutations: (M:2/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-) *The unit may take Spinemaws - 2 pts/base *Any model in the brood may take one of the following biomorphs: ::-Carbonized Claws - 3 pts. ::-Serrated Blades - 3 pts. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 4 pts. ::-Toxin Sacs - 3 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Troops}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Ripper Swarms}} ====Termagant Brood==== This unit contains 10 Termagants ('''Power Rating 3'''). It can include up to 10 more Termagants ('''Power Rating +3'''), up to 20 more Termagants ('''Power Rating +6'''), up to 30 more Termagants ('''Power Rating +9''') or up to 40 more Termagants ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Termagant || 6" || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+ |- | Termagant Alpha || 6" || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+ |} '''Biomorphs:''' *Fleshborer '''Special Rules:''' *'''Hail of Living Ammunition''' *'''Instinctive Behaviour''' '''Options:''' *Mutations: (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *For every ten Termagants, one may replace its fleshborer with a strangleweb - free *Any model may replace its fleshborer with one of the following: ::-Spinefists - free ::-Spike rifle - free ::-Devourer - 4 pts./model *Any model in the brood may take one of the following biomorphs: ::-Overdeveloped Stabilizing Organs - 2 pts. ::-Pressure Detection sensors - 2 pts. ::-Wide-spectrum retinas - 1 pts. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 2 pts. *One every ten Termagants in the Brood may be upgraded to a Termagant Alpha for 6 points. The brood uses the Termagant Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Termagants}} ====Tyranid Warrior Brood==== This unit contains 3 Tyranid Warriors ('''Power Rating 5'''). It can include up to 3 more Tyranid Warriors ('''Power Rating +4''') or up to 6 more Tyranid Warriors ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyranid Warrior || 6" || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+ |- | Tyranid Warrior Alpha || 6" || 2+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+ |} '''Biomorphs:''' *Devourer *A pair of Scything Talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse''' '''Psyker:''' *A Tyranid Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' and one power from the Hive Mind's Control discipline. A Tyranid Warrior unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Tyranid Warrior unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Tyranid Warrior unit to be slain. '''Options:''' *Mutations: (M:4/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *Any model may take items from the '''Basic Bio-weapons''' and '''Melee Bio-weapons''' lists. *Any model may take one item from the '''Biomorphs''' list. *For every three Tyranid Warriors in the brood, one may take one item from the '''Basic Bio-cannons''' list. *Any model in the brood may take any of the following biomorphs: ::-Adrenaline Glands - 2 pt. ::-Flesh Hooks - 2 pts. ::-Toxin Sacs - 3 pts. *The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model *One Tyranid Warrior in the Brood may be upgraded to a Tyranid Warrior Alpha - 10 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Warriors}} ===Elites=== ====Cortex Leech Swarm Brood==== This unit contains 3 Cortex Leech Swarms ('''Power Rating 2'''). It can include up to 3 more Cortex Leech Swarms ('''Power Rating +2'''), up to 6 more Cortex Leech Swarms ('''Power Rating +4'''), up to 9 more Cortex Leech Swarms ('''Power Rating +6'''), or up to 12 more Cortex Leech Swarms ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Cortex Leech Swarm || 6" || 3+ || 4+ || 3 || 3 || 3 || 4 || 10 || 6+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Burrowers''' *'''Consume:''' During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. *'''Cortex Command:''' When attacking, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check. This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models' leadership values. If the Cortex Leech's player succeeds, that model must make either a shooting or a melee attack against a target chosen by the Cortex Leech's player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them). If an enemy unit in assault is wiped out by the cortex leech's unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player's choosing, though after the turn the models are removed from play. *'''Instinctive Behaviour''' *'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile: :{| class=wikitable |- valign=top ! S !! AP !! D !! Abilities |- | 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound. |} '''Options:''' *Mutations: (M:5/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:-/Sv:-/Psy:-/Syn:5) *The unit may take Spinemaws - 2 pts/base *Any model in the brood may take one of the following biomorphs: ::-Carbonized Claws - 3 pt. ::-Serrated Blades - 3 pt. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 4 pts./model ::-Toxin Sacs - 3 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Cortex Leech Swarms}} ====Crinis Brood==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">A horrid monstrosity tailor-made to assassinate, disrupt enemy formations, and destroy the precious equipment of its foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from its chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment. The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. Its strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature's regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body-wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain. These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artefacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artefacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armour or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modelling notes <div class="mw-collapsible-content">A Crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration). The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh Hooks. If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you've succeeded.</div> </div> This unit contains 1 Crinis ('''Power Rating 8'''). It can contain 1 additional Crinis ('''Power Rating +8''') or 2 additional Crinises ('''Power Rating +16'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Crinis || * || * || * || 6 || 7 || 12 || 5 || 7 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 9" || 3+ || 4+ |- | 4-6 || 7" || 4+ || 5+ |- | 1-3 || 5" || 5+ || 6+ |} '''Biomorphs:''' *Two pairs of Monstrous Lash Whips *Flesh Hooks *Acid blood *Feeder Tendrils *Toxin Miasma *Toxic Sacs *Toxin Spike '''Special Rules:''' *'''Bounding Leap:''' This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6". *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Ruinous Touch:'''Non-{{W40kKeyword |Titanic}} models that had been hit by at least one Crinis close combat attacks suffer a -1 penalty to their armour save until the end of the game. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit a Crinis, roll a die; on a 4+ the close combat weapon with which the model attacked is destroyed and cannot be used for the duration of the game. For attacks rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model. '''Options:''' *Mutations: (M:15/WS:10/BS:10/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *Any model may take one item from the '''Thorax Biomorphs''' list. *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may take one of the following: ::- Cluster Spines - 15 pts. ::- Stinger Salvo - 15 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Crinis}} ====Haruspex Brood==== This unit contains 1 Haruspex ('''Power Rating 7'''). It can contain 1 additional Haruspex ('''Power Rating +7''') or 2 additional Haruspexes ('''Power Rating +14'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Haruspex || 7" || * || * || * || 8 || 13 || 4 || 6 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! BS !! S |- | 7-12+ || 4+ || 4+ || 7 |- | 4-6 || 4+ || 5+ || 6 |- | 1-3 || 5+ || 5+ || 5 |} '''Biomorphs:''' *Acid Blood *Grasping Tongue *Ravenous Maw *Shovelling Claws '''Special Rules:''' *'''Frenzied Death Throes''' *'''Fuel for Rampage:''' For each model removed as a casualty due to a Haruspex attack (both ranged and melee), this model gains one ''Food Token'' at the end of the phase, to a maximum of six. At the start of the Movement phase, a Haruspex may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent. *'''Monstrous Brood''' *'''Instinctive Behaviour''' *'''Rapacious Hunger''' '''Options:''' *Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may take a Thresher Scythe - 10 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Haruspex}} ====Hive Guard Brood==== This unit contains 3 Hive Guards ('''Power Rating 7'''). It can include up to 3 more Hive Guards ('''Power Rating +7'''), or up to 6 more Hive Guards ('''Power Rating +14'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Hive Guard || 5" || 4+ || 3+ || 4 || 5 || 3 || 2 || 7 || 4+ |} '''Biomorphs:''' *Impaler Cannon '''Special Rules:''' *'''Instinctive Behaviour''' *'''Synaptic Targeting Network:''' An Hive Guard Brood can re-roll every hit roll against units in line of sight with any friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Synapse}} model that is within synapse range. '''Options:''' *Mutations: (M:5/WS:-/BS:15/S:5/T:15/W:15/A:5/Ld:5/Sv:20/Psy:-/Syn:-) *Any model may take one item from the '''Biomorphs''' list. *Every model may replace its Impaler Cannon with a Shockcannon - 21 pts./model *Any model take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Guard}} ====Lictor Brood==== This unit contains 1 Lictor ('''Power Rating 3'''). It can include 1 additional Lictor ('''Power Rating +3'''), 2 additional Lictors ('''Power Rating +6'''), 3 additional Lictor ('''Power Rating +9'''), or 4 additional Lictors ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Lictor || 9" || 2+ || 4+ || 6 || 4 || 4 || 3 || 9 || 5+ |- | Lictor Alpha || 9" || 2+ || 3+ || 6 || 4 || 5 || 4 || 9 || 5+ |} '''Biomorphs:''' *Flesh Hooks *A pair of Grasping Talons *A pair of Rending Claws *Feeder Tendrils '''Special Rules:''' *'''Assassins Pack:''' The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. *'''Chameleonic Skin''' *'''Hidden Hunter''' *'''Hyper-Reflexes:''' Lictors have a 5++ invulnerable save. *'''"It's got my weapon!":''' (Lictor Alpha Only) When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by it in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Lictor loses, nothing happens. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn. *'''"There is no Escape":''' (Lictor Alpha Only) Enemy {{W40kKeyword|CHARACTERS}} cannot disengage from a Lictor Alpha. *'''"Where are my Guards":''' Enemy units can't intercept wounds made by Lictors. '''Upgrades:''' *'''Ambush!''' - A Lictor Brood with this upgrade has to be placed at least D3+3" from any enemy unit the turn in which it arrives through the ''Hidden Hunter'' rule '''Options:''' *Mutations: (M:10/WS:-/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *Mutations (Lictor Alpha): (M:10/WS:-/BS:10/S:5/T:15/W:20/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 3 pts. *The entire unit may take Ambush! upgrade - 20 pts./model *One model in the Brood may be upgraded into a Lictor Alpha for 25 points./1 PP '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lictor}}, {{W40kKeyword|Character}} ====Maleceptor Brood==== This unit contains 1 Maleceptor ('''Power Rating 8'''). It can contain 1 additional Maleceptor ('''Power Rating +8''') or 2 additional Maleceptors ('''Power Rating +16'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Maleceptor || 7" || * || 4+ || * || 7 || 12 || 3 || 9 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! S |- | 7-12+ || 4+ || 7 |- | 4-6 || 5+ || 6 |- | 1-3 || 6+ || 5 |} '''Biomorphs:''' *One pair of Massive Scything Talons '''Special rules:''' *'''Monstrous Brood''' *'''Psychic Barrier''' *'''Shadow in the Warp''' *'''Synapse''' '''Psyker:''' A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the ''Smite'', ''Psychic Overload'' and ''Psychic Void'' psychic powers. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test. *'''Psychic Overload''' ::'''Warp Charge''': 8 :: Select a unit within 24" that is visible to the psyker; that unit suffers D3 automatic hits with the profile below (''Psychic Overload'' may be manifested a number of times equal to the number of Malefactors currently on the board.): ::{| class=wikitable |- valign=top ! S !! AP !! D !! Abilities |- | - || - || - || Do not roll to wound against units hit by ''Psychic Overload'' - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12" of this model, and an additional +2 for each model within 6" of this model. If the test is failed, the unit suffers D3+3 mortal wounds. |} *'''Psychic Void''' ::'''Warp Charge''': 7 :: The Malefactor that manifested this power and any other friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Psyker}} within 12" can add 3 to the result of the dices when attempting to deny an enemy psychic power. '''Options:''' *Mutations: (M:20/WS:10/BS:30/S:10/T:20/W:20/A:10/Ld:10/Sv:30/Psy:25/Syn:20) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Maleceptor}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Megakaryte Swarm Brood==== This unit contains 3 Megakarytes Swarms ('''Power Rating 2'''). It can include up to 3 more Megakarytes Swarms ('''Power Rating +2'''), up to 6 more Megakarytes Swarms ('''Power Rating +4'''), up to 9 more Megakarytes Swarms ('''Power Rating +7'''), or up to 12 more Megakarytes Swarms ('''Power Rating +10'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Megakarytes Swarm || 7" || 6+ || - || 1 || 1 || 6 || 6 || 4 || 7+ |} '''Biomorphs:''' *Cutting Teeth {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Cutting Teeth''' || Melee || Melee || user || -1 || 1 || - |} '''Special rules:''' *'''Minuscule Creatures:''' This unit treats cover as if it had the {{W40kKeyword|Infantry}} keyword. In addition, it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units shooting this unit suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives. *'''Surgical Biomorphs:''' At the beginning of your movement phase you may choose a friendly {{W40kKeyword|<Hive Fleet>}} unit (that doesn't have the {{W40kKeyword|<Swarm>}} keyword) within 3" of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the {{W40kKeyword|Monster}} keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is {{W40kKeyword|Titanic}} it can also heal D6 wounds but this unit suffers 12 mortal wounds instead. '''Options:''' *Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-) *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 2 pts./model ::-Toxin Sacs - 1 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Megakarytes Swarm}} ====Pyrovore Brood==== This unit contains 1 Pyrovore ('''Power Rating 2'''). It can 1 additional Pyrovore ('''Power Rating +2'''), 2 additional Pyrovores ('''Power Rating +4'''), 3 additional Pyrovores ('''Power Rating +6'''), or 4 additional Pyrovores ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Pyrovore || 5" || 4+ || 4+ || 5 || 4 || 4 || 2 || 5 || 4+ |} '''Biomorphs:''' *Acid maw *Flamespurt cannon *Acid blood '''Special Rules:''' *'''Instinctive Behaviour''' *'''Volatile''' '''Options:''' *Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-) *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 3 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Pyrovores}} ====Synaptic Booster Spore Brood==== This unit contains 3 Synaptic Booster Spores ('''Power Rating 2'''). It can include up to 3 more Synaptic Booster Spores ('''Power Rating +2''') or up to 6 more Synaptic Booster Spores ('''Power Rating +4'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Synaptic Booster Spore || D3+3" || 6+ || 6+ || 1 || 1 || 1 || 1 || 10 || 7+ |} '''Special Rules:''' *'''Living Bomb''' *'''Psychic Resonator:''' Whilst a Synaptic Booster Spore is within 12" of a friendly {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|SYNAPSE}} unit, the Synaptic Booster Spore has the {{W40kKeyword|SYNAPSE}} keyword and the ''Synapse'' ability. '''Options:''' *Mutations: (M:5/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:10) '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Synaptic Booster Spores}}, {{W40kKeyword|Fly}}, ====The Laius Horror==== This unit contains 1 Laius Horror ('''Power Rating 8'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Laius Horror || 9" || 4+ || 4+ || 6 || 6 || 9 || 4 || 6 || 3+ |} '''Biomorphs:''' *Two pairs of Monstrous Scything Talons *Thresher Scythe '''Special Rules:''' *'''Instinctive Behaviour''' *'''From The Inside:''' Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy {{W40kKeyword|Infantry}} and non-{{W40kKeyword|Character}} model with 1 wound as a Host. If there is no such model, pick a 2 wounds {{W40kKeyword|Infantry}} and non-{{W40kKeyword|Character}} model. When the Host loses its last Wound, reveal the note to your opponent, replace the Host with the Laius Horror. If there is no space to place the Laius Horror directly on top of where its host been, move other models in the Host's unit until it can be placed - from this moment the Laius Horror count as being locked in close combat with his Host's unit. This does not count as a Charge. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|The Laius Horror}}, {{W40kKeyword|Character}} ====Tyrant Guard Brood==== This unit contains 3 Tyrant Guards ('''Power Rating 6'''). It can include up to 3 more Tyrant Guards ('''Power Rating +6'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyrant Guard || 7" || 3+ || 4+ || 5 || 5 || 3 || 3 || 6 || 3+ |} '''Biomorphs:''' *A pair of Rending Claws *A pair of Scything Talons '''Special Rules:''' *'''Blind Fighting:''' As long as there is a friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Hive Tyrant}} within 6" of this unit, it can use the {{W40kKeyword|Hive Tyrant}}'s Weapon Skill and Ballistic Skill rather than its own. *'''Blind Rampage''' *'''Instinctive Behaviour''' *'''Shieldwall''' '''Options:''' *Mutations: (M:10*WS:5/BS:-/S:5/T:10/W:20/A:10/Ld:5/Sv:25*/Psy:-/Syn:-) ::<nowiki>*</nowiki>can not be taken on a model with wings biomorph. *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 3 pts. *Any model may swap its pair of Scything Talons with one of the following: :: -A pair of Crushing Claws - 12 pts. :: -A pair of Lash Whip and Bonesword - 2 pts. * Entire brood may take one of the following: ::-Snake Body - 20 pts./model ::-Wings - 15 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyrant Guard}} ====Venomthrope Brood==== This unit contains 3 Venomthropes ('''Power Rating 5'''). It can include up to 3 more Venomthropes ('''Power Rating +5''') or up to 6 more Venomthropes ('''Power Rating +10'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Venomthrope || 6" || 4+ || 4+ || 4 || 4 || 3 || 2 || 5 || 5+ |} '''Biomorphs:''' *Two pairs of Toxic Lashes *Toxic Miasma '''Special Rules:''' *'''Instinctive Behaviour''' *'''Shrouding Spores:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|<Hive Fleet>}} units (excluding {{W40kKeyword|Monsters}}) within 6" of any friendly {{W40kKeyword|<Hive Fleet>}} Venomthropes. In addition, your opponent must subtract 1 from hit rolls that target {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Monsters}} whilst they are within 6" of any {{W40kKeyword|<Hive Fleet>}} Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9" whilst this unit contains 6 or more models. '''Options:''' *Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-) *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 3 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Venomthrope}} ====Ymgarl Genestealer Brood==== This unit contains 5 Ymgarl Genestealers ('''Power Rating 5'''). It can include up to 5 more Ymgarl Genestealers ('''Power Rating +5''') or up to 10 more Ymgarl Genestealers ('''Power Rating +10'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Ymgarl Genestealer || 8" || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 4+ |- | Ymgarl Broodlord || 8" || 2+ || 4+ || 5 || 5 || 3 || 4 || 9 || 4+ |} '''Biomorphs:''' *One pair of Rending Claws *One pair of Monstrous Rending Claws (Ymgarl Broodlord Only) *Feeder Tendrils '''Special Rules:''' *'''Alter Form:''' At the start of its movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. ::*'''Slashing Claws:''' every model in the brood has +1 Strength. ::*'''Tentacled Limbs:''' every model in the brood has +1 Attack. ::*'''Muscle Carapace:''' every model in the brood has +1 Toughness. *'''Lightning Reflexes''' *'''Swift and Deadly''' '''Psyker:'''A Ymgarl Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'' and ''The Horror'' power. '''Upgrades:''' *'''Death From the Shadows:''' During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9" away from any enemy models and inside a piece of terrain. '''Options:''' *Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-) ::- Mutations (Ymgarl Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-) * The entire unit may take Death from the Shadows upgrade - 15 pts./model * Any model in a brood may take one of the following: ::-Scything talons - free ::-Rending claws - 2 pts. *Any model in the brood may take any of the following: ::-Adrenal Glands - 3 pts. ::-Toxin Sacs - 4 pts. *All models in the brood may take one of the following biomorphs: ::-Serrated blades - 3 pts./model ::-Carbonized claws - 3 pts./model *May add a Broodlord - 55 pts./3 PP *The Broodlord may take one item from the '''Biomorphs''' list. *The Broodlord may take one of the following: ::- Monstrous Scything Talons - 7 pts. ::- Monstrous Rending Claws - 10 pts. *The Broodlord may take any of the following: ::-Adrenal Glands - 3 pts. ::-Flesh Hooks - 5 pts ::-Implant Attack - 10 pts ::-Toxin Sacs - 4 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealers}}, {{W40kKeyword|Psyker}} (Ymgarl Broodlord Only) ====Zoanthrope Brood==== This unit contains 3 Zoanthropes ('''Power Rating 6'''). It can include 1 additional Zoanthrope ('''Power Rating +2'''), 2 additional Zoanthropes ('''Power Rating +4'''), 3 additional Zoanthropes ('''Power Rating +6'''), 4 additional Zoanthropes ('''Power Rating +8'''), 5 additional Zoanthropes ('''Power Rating +10'''), or 6 additional Zoanthropes ('''Power Rating +12'''), {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Zoanthrope || 6" || 4+ || 3+ || 4 || 4 || 3 || 1 || 9 || 5+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse''' *'''Warp Blast:''' When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24", instead of within 18". In addition, it inflicts additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, an additional 3 mortal wounds if it contains 6-8 Zoanthropes or an additional D6 if it contains 9 Zoanthropes. *'''Warp Field''' '''Psyker:''' A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the ''Smite'', ''Warp Blast'' and one power from the Hive Mind's Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind's disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. A Zoanthrope unit of 7 or more models can instead attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain. '''Options:''' *Mutations: (M:10/WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:20/Syn:-) *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthropes}}, {{W40kKeyword|Psyker}} ===Fast Attack=== ====Dimachaeron Brood==== This unit contains 1 Dimachaeron ('''Power Rating 10'''). It can contain 1 additional Dimachaeron ('''Power Rating +10''') or 2 additional Dimachaerons ('''Power Rating +20'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Dimachaeron || * || * || 3+ || 6 || 6 || 14 || * || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! A |- | 8-14+ || 12" || 2+ || 6 |- | 4-6 || 9" || 3+ || 5 |- | 1-3 || 6" || 4+ || 3 |} '''Biomorphs:''' *Grasping Talons and Thorax Spine-maw *Sickle Claws '''Special Rules:''' *'''Digestion Spine''' *'''Instinctive Behaviour''' *'''Leaper:''' This model may choose to use this ability in either the Shooting phase or the Assault phase (they may not use both in the same turn) **'''Shooting Phase''' - This model moves for 6 additional inches and counts as having the {{W40kKeyword|Fly}} keyword until the end of the turn. This model can then assault as normal. **'''Assault Phase''' - This model rolls 3D6 when assaulting. At the end of the Assault phase roll a die for every model within 1" of this one; on a 6+ the model suffers a mortal wound. *'''Leaper-killer''' *'''Monstrous Brood''' '''Options:''' *Mutations: (M:25/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Dimachaeron}} ====Gargoyle Brood==== This unit contains 10 Gargoyles ('''Power Rating 3'''). It can include up to 10 more Gargoyles ('''Power Rating +3'''), up to 20 more Gargoyles ('''Power Rating +6'''), up to 30 more Gargoyles ('''Power Rating +9''') or up to 40 more Gargoyles ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Gargoyle || 12" || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+ |- | Gargoyle Alpha || 12" || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+ |} '''Biomorphs:''' *Fleshborer *Blinding venom '''Special Rules:''' *'''Hail of Living Ammunition''' *'''Instinctive Behaviour''' *'''Swooping Assault''' '''Options:''' *Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts. *Any model may replace its fleshborer with one of the following: ::-Spinefists - 4 pts. ::-Spike rifle - 4 pts. ::-Devourer - 8 pts. *Any model in the brood may take one of the following biomorphs: ::-Overdeveloped Stabilizing Organs - 2 pts. ::-Pressure Detection sensors - 2 pts. ::-Wide-spectrum retinas - 1 pts. *Any model may take any of the following biomorphs: ::-Adrenal glands - 2 pts. ::-Toxin sacs - 2 pts. * One every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for 6 points. The brood uses the Gargoyle Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Fly}} ====Meiotic Spore Brood==== This unit contains 3 Meiotic Spores ('''Power Rating 3'''). It can include up to 3 more Meiotic Spores ('''Power Rating +3'''), or up to 6 more Meiotic Spores ('''Power Rating +6''') {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Meiotic Spore || 3" || - || - || 1 || 2 || 2 || 1 || 10 || 7+ |} '''Special Rules:''' *'''Floating Death (Meiotic Spore)''' *'''Living Bombs''' *'''Outriders of the Swarm''' '''Options:''' *Mutations: (M:2/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Meiotic Spores}} ====Mucolid Spore Brood==== This unit contains 1 Mucolid Spore ('''Power Rating 1'''). It can include 1 additional Mucolid Spore ('''Power Rating +1'''), or 2 additional Mucolid Spores ('''Power Rating +2''') {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Meiotic Spore || 3" || - || - || 1 || 3 || 3 || 1 || 10 || 6+ |} '''Special Rules:''' *'''Float Down''' *'''Floating Death (Mucolid Spore)''' *'''Living Bombs''' '''Options:''' *Mutations: (M:3/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Mucolid Spores}} ====Ravener Brood==== This unit contains 3 Raveners ('''Power Rating 4'''). It can include up to 3 more Raveners ('''Power Rating +4''') or up to 6 more Raveners ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Ravener || 12" || 3+ || 4+ || 4 || 4 || 3 || 3 || 5 || 5+ |- | Ravener Alpha || 12" || 2+ || 3+ || 4 || 4 || 3 || 4 || 7 || 5+ |} '''Biomorphs:''' *Two pairs of Scything Talons '''Special Rules:''' *'''Death from Below''' *'''Instinctive Behaviour''' *'''Burrow''': At the beginning of any of your Movement phases, any Ravener Brood that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the ''Death from Below'' ability. A Ravener Brood may not burrow and return to the battlefield in the same turn. If the battle ends while the Ravener Brood is underground, it is considered to be slain. '''Options:''' *Mutations: (M:7/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *Mutations (Ravener Alpha): (M:8/WS:5/BS:5/S:5/T:10/W:10/A:10/Ld:-/Sv:6/Psy:-/Syn:15) *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 3 pts. *Any Ravener may exchange one or both pair of Scything Talons for a pair of Rending Claws each - 2 pts. *Any Ravener may take one of the following: ::- Spinefist - 1 pts. ::- Devourer - 4 pts. ::- Deathspitter - 5 pts. *One Ravener in the Brood may be upgraded to a Ravener Alpha for 10 points. The brood uses the Ravener Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Raveners}} =====The Red Terror===== This unit contains 1 Red Terror ('''Power Rating 3'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Red Terror || 12" || 2+ || 3+ || 5 || 5 || 6 || 4 || 7 || 3+ |} '''Biomorphs:''' *Two pairs of Scything Talons *Prehensile Pincer '''Special Rules:''' *'''Burrow:''' At the beginning of any of your Movement phases, if The Red Terror is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. The Red Terror may not burrow and return to the battlefield in the same turn. If the battle ends while The Red Terror is underground, it is considered to be slain. *'''Death from Below''' *'''Feeding Frenzy''' *'''Swallow Whole''' *'''Synapse''' '''Warlord Trait:''' If this model is your Warlord, it has the ''Instinctive Killer'' Warlord Trait. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Raveners}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Red Terror}}, {{W40kKeyword|Synapse}} ====Simurgh Brood==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">A melee focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a hormagaunt given wings. Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos; even being able to eat of the flesh of xenos with wildly divergent biologies such as the Silicoid Dimanches of the federation of Xornthra or the Ammonia catalyzing Drunal of the Republic of Ikram. Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modeling notes <div class="mw-collapsible-content">Take a gargoyle and give it hormagaunt scything claws, alternatively take a hormagaunt and give it gargoyle wings.</div> </div> This unit contains 10 Simurghs ('''Power Rating 3'''). It can include up to 10 more Simurghs ('''Power Rating +3'''), up to 20 more Simurghs ('''Power Rating +6'''), up to 30 more Simurghs ('''Power Rating +9''') or up to 40 more Simurghs ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Simurgh || 12" || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+ |- | Simurgh Alpha || 12" || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+ |} '''Biomorphs:''' *A pair of Scything Talons *Blinding venom '''Special Rules:''' *'''Bounding Leap:''' This unit moves an additional 3" when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6". *'''Hungering Swarm''' *'''Instinctive Behaviour''' *'''Swooping Assault''' '''Options:''' *Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *Any model in the brood may take one of the following biomorphs: ::-Carbonized Claws - 2 pts. ::-Serrated Blades - 2 pts. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 2 pts. *One every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for 6 points. The brood uses the Simurgh Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Simurghs}}, {{W40kKeyword|Fly}} ====Sky-Slasher Swarm Brood==== This unit contains 3 Sky-Slasher Swarms ('''Power Rating 2'''). It can include up to 3 more Sky-Slasher Swarms ('''Power Rating +2'''), up to 6 more Sky-Slasher Swarms ('''Power Rating +4'''), up to 9 more Sky-Slasher Swarms ('''Power Rating +6'''), or up to 12 more Sky-Slasher Swarms ('''Power Rating +8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Sky-Slasher Swarm || 12" || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+ |} '''Biomorphs:''' *Claws and Teeth '''Special Rules:''' *'''Consume:''' During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. *'''Instinctive Behaviour''' *'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile: :{| class=wikitable |- valign=top ! S !! AP !! D !! Abilities |- | 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound. |} *'''Swooping Assault''' '''Options:''' *Mutations: (M:4/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-) *The unit may take Spinemaws - 2 pts/base *Any model in the brood may take one of the following biomorphs: ::-Carbonized Claws - 3 pts. ::-Serrated Blades - 3 pts. *Any model in the brood may take any of the following biomorphs: ::-Adrenal Glands - 4 pts. ::-Toxin Sacs - 3 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Sky-Slasher Swarms}} ====Spore Mine Brood==== This unit contains 3 Frag Mines ('''Power Rating 2'''). It can include up to 3 more Frag Mines ('''Power Rating +2'''), up to 6 more Frag Mines ('''Power Rating +4'''), or up to 9 more Frag Mines ('''Power Rating +6'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Acid Mine || D3+3" || - || - || 1 || 1 || 1 || 1 || 10 || 7+ |- | Char Mine || D3+3" || - || - || 1 || 1 || 1 || 1 || 10 || 7+ |- | Frag Mine || D3+3" || - || - || 1 || 1 || 1 || 1 || 10 || 7+ |- | Toxic Mine || D3+3" || - || - || 1 || 1 || 1 || 1 || 10 || 7+ |} '''Special Rules:''' *'''Float Down''' *'''Floating Death (Acid Mine):''' An Acid Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time an Acid Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Acid Mine is then destroyed. *'''Floating Death (Char Mine):''' A Char Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Char Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. If the enemy unit has the {{W40kKeyword|Flyer}} keyword, double the amount of mortal wounds it suffers. The Char Mine is then destroyed. *'''Floating Death (Frag Mine):''' A Frag Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Frag Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Frag Mine is then destroyed. 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 || - |} *'''Floating Death (Toxic Mine):''' A Toxic Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Toxic Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Toxic Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Toxic Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Toxin Mine''' || 1 || - || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |} *'''Living Bombs''' *'''Hard to Hit''' (Char Mines Only) '''Options:''' *Mutations: (M:2/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) *May replace all Frag Mines in the cluster with: ::-Acid Mines - 2 pts./model ::-Char Mines - 3 pts./model ::-Toxic Mines - free '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Spore Mines}} ====The Thing From Below==== This unit contains 1 Thing from Below ('''Power Rating 8'''). Only one of this model may be included in your army. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | The Thing from Below || 9" || 2+ || 3+ || 6 || 5 || 6 || 5 || 7 || 3+ |} '''Biomorphs:''' *A pair of Scything Talons *Diamond-tipped Teeth *Toxin Spike '''Abilities:''' *'''Bio-electric Parasites Transmitter:''' At the start of the Fight Phase, if this model is within 1" of an enemy unit, it can make a shooting attack against that unit with the following profile: {| class=wikitable |- valign=top ! Type !! S !! AP !! D !! Abilities |- | Pistol 3 || User || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound instead of the normal damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. If the target isn't a {{W40kKeyword|VEHICLE}}, it suffers 1 mortal wound on a 6+. |} *'''Desperate Phagocytosis:''' At the start of any of your phases, The Thing from Below may decide to devourer its symbiotic parasite. If it does so, it regains one wound lost early in the game but loses the ''Symbiotic Parasite'' and ''Bio-electric Parasites Transmitter'' special rules. *'''Mindless Monstrosity:''' If this model ever finds itself outside of a {{W40kKeyword|Synapse}} creature's {{W40kKeyword|Synapse}} radius, it has to move towards and charge the nearest unit (even if friendly). This model also suffers a -2 to its hit rolls and can only attack with its Scything Talons but doubles the number of attacks he makes. *'''Predator from Below:''' If this model charges a unit incapable of firing overwatch, roll a die if the charge is successful; on a 2+ the enemy unit suffers D3 mortal wounds, 3 on a 6+. *'''Ripper Alpha:''' Friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Swarm}} units within 6" of this model can add 1 to their hit rolls in the Fight phase *'''Symbiotic Parasite:''' When this model fights in the Fight phase, it can make an additional S:3 AP:0 D:1 attack that hits on a 4. '''Warlord Trait:''' Heightened Senses '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Character}}, {{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Thing From Below}} ====Tyranid Shrikes Brood==== This unit contains 3 Tyranid Shrikes ('''Power Rating 6'''). It can include up to 3 more Tyranid Shrikes ('''Power Rating +6''') or up to 6 more Tyranid Shrikes ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyranid Shrike || 6" || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+ |- | Tyranid Shrike Alpha || 6" || 2+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+ |} '''Biomorphs:''' *Devourer *A pair of Scything Talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse''' '''Psyker:''' *A Shrike Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind's Dominion discipline '''Options:''' *Mutations: (M:6/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *Any model may take items from the '''Basic Bio-weapons''' and '''Melee Bio-weapons'''lists. *Any model may take one item from the '''Biomorphs''' list. *For every three Tyranid Shrikes in the brood, one may take items from the '''Basic Bio-cannons''' list. *Any model in the brood may take any of the following biomorphs: ::-Adrenaline Glands - 2 pt. ::-Flesh Hooks - 2 pts. ::-Toxin Sacs - 3 pts. *The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model *One Tyranid Shrike in the Brood may be upgraded to a Tyranid Shrike Alpha for 10 points. The brood uses the Tyranid Shrike Alpha's leadership in place of its own as long as it is alive. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Shrikes}}, {{W40kKeyword|Fly}} ===Heavy Support=== ====Biovore Brood==== This unit contains 1 Biovore ('''Power Rating 2'''). It can 1 additional Biovore ('''Power Rating +2'''), 2 additional Biovores ('''Power Rating +4'''), 3 additional Biovores ('''Power Rating +6'''), 4 additional Biovores ('''Power Rating +8'''), or 5 additional Biovores ('''Power Rating +10'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Biovore || 5" || 4+ || 4+ || 4 || 4 || 4 || 2 || 5 || 4+ |} '''Biomorphs:''' *Spore Mine Launcher with Frag Mines '''Special Rules:''' *'''Instinctive Behaviour''' *'''Spore Mine Launcher (Acid Mines):''' Each time a Spore Mine Launcher equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|<HIVE FLEET>}} Acid Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. *'''Spore Mine Launcher (Char Mines):''' Each time a Spore Mine Launcher equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|<HIVE FLEET>}} Char Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}. *'''Spore Mine Launcher (Frag Mines):''' Each time a Spore Mine Launcher equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|<HIVE FLEET>}} Frag Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. 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 || - |} *'''Spore Mine Launcher (Toxic Mines):''' Each time a Spore Mine Launcher equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|<HIVE FLEET>}} Toxic Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. 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}}. |} '''Options:''' *Mutations: (M:-/WS:-/BS:10/S:-/T:15/W:15/A:-/Ld:5/Sv:15/Psy:-/Syn:-) *Any model may exchange its Frag Mines for one of the following spores: ::-Acid Mines - free ::-Char Mines - free ::-Toxic Mines - free *Any model may take one item from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Biovores}} ====Carnifex Brood==== This unit contains 1 Carnifex ('''Power Rating 6'''). It can contain 1 additional Carnifex ('''Power Rating +6'''), 2 additional Carnifexes ('''Power Rating +12'''), 3 additional Carnifexes ('''Power Rating +18'''), or 4 additional Carnifexes ('''Power Rating +24'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Carnifex || 7" || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ |} '''Biomorphs:''' *Two pairs of Monstrous Scything Talons '''Special Rules:''' *'''Instinctive Behaviour''' *'''Living Battering Ram''' *'''Monstrous Brood''' '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-) *Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts. *Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts. *Any model may take items from the '''Monstrous Bio-cannons''' list. *Any model may take up to three items from the '''Biomorphs''' list. *Any model may take one of the following: ::-Bio-plasma - 10 pts. ::-Enhanced Senses - 10 pts. ::-Monstrous Acid Maw - 10 pts. ::-Tusks - 10 pts. *Any model may take one of the following: ::-Spine Banks - 2 pts. ::-Spore Cysts - 10 pts. *Any model may take any of the following: ::-Adrenal Glands - 5 pts. ::-Chitin Thorns - 4 pts. ::-Toxin Sacs - 4 pts. *Any model may take one of the following tail biomorphs: ::-Thresher Scythe - 7 pts. ::-Bone Mace - 2 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Carnifexes}} =====Screamer-Killer Brood===== This unit contains 1 Screamer-Killer ('''Power Rating 6'''). It can contain 1 additional Screamer-Killer ('''Power Rating +6'''), 2 additional Screamer-Killers ('''Power Rating +12'''), 3 additional Screamer-Killers ('''Power Rating +18'''), or 4 additional Screamer-Killers ('''Power Rating +24'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Screamer-Killer || 7" || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ |} '''Biomorphs:''' *Bio-plasmic Scream *Two pairs of Monstrous Scything Talons '''Special Rules:''' *'''Instinctive Behaviour''' *'''Living Battering Ram''' *'''Monstrous Brood''' *'''Terrifying''' '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model may take any of the following: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 4 pts. *Any model may take one of the following: ::-Spine Banks - 2 pts. ::-Spore Cysts - 10 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Screamer-Killers}}, {{W40kKeyword|Carnifexes}} =====Stone Crusher Carnifex Brood===== This unit contains 1 Stone Crusher Carnifex ('''Power Rating 6'''). It can contain 1 additional Stone Crusher Carnifex ('''Power Rating +6'''), 2 additional Stone Crusher Carnifexes ('''Power Rating +12'''), 3 additional Stone Crusher Carnifexes ('''Power Rating +18'''), or 4 additional Stone Crusher Carnifexes ('''Power Rating +24'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Stone Crusher Carnifex || 7" || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ |} '''Biomorphs:''' *Two Wrecker Claws '''Special Rules:''' *'''Instinctive Behaviour''' *'''Carapace Chitin Ram''' *'''Monstrous Brood''' '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-) *Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts. *Any model may take up to three items from the '''Biomorphs''' list. *Any model may take any of the following: ::-Adrenal Glands - 5 pts. ::-Bio-plasma - 9 pts. ::-Toxin Sacs - 4 pts. *Any model may take one of the following tail biomorphs: ::-Thresher Scythe - 7 pts. ::-Bone Mace - 2 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Stone Crusher Carnifexes}}, {{W40kKeyword|Carnifexes}} =====Thornback Brood===== This unit contains 1 Thornback ('''Power Rating 6'''). It can contain 1 additional Thornback ('''Power Rating +6'''), 2 additional Thornbacks ('''Power Rating +12'''), 3 additional Thornbacks ('''Power Rating +18'''), or 4 additional Thornbacks ('''Power Rating +24'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Thornback || 7" || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+ |} '''Biomorphs:''' *A pairs of Monstrous Scything Talons *Two Devourers with Brainleech Worms '''Special Rules:''' *'''Chitin Thorns''' *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Thorned Battering Ram''' *'''Vicious Hunter''' '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-) *Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 15 pts. *Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts. *Any model may take up to three items from the '''Biomorphs''' list. *Any model may take any of the following: ::-Adrenal Glands - 5 pts./model ::-Enhanced Senses - 10 pts./model ::-Spine Banks - 2 pts./model ::-Thresher Scythe - 7 pts/model ::-Toxin Sacs - 4 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thornbacks}}, {{W40kKeyword|Carnifexes}} ====Exocrine Brood==== This unit contains 1 Exocrine ('''Power Rating 11'''). It can contain 1 additional Exocrine ('''Power Rating +11''') or 2 additional Exocrines ('''Power Rating +22'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Exocrine || 6" || * || * || 7 || 8 || 12 || * || 6 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! BS !! A |- | 7-12+ || 4+ || 4+ || 3 |- | 4-6 || 4+ || 5+ || D3 |- | 1-3 || 5+ || 5+ || 1 |} '''Biomorphs:''' *Bio-plasmic cannon *Powerful Limbs *A pair of Scything Talons '''Special rules:''' *'''Death Throes''' *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Symbiotic Targeting''' *'''Weapon Beast''' Options: *Mutations: (M:-/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:35/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 2 pts. *Any model may take a Thresher Scythe tail biomorph - 7 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Exocrine}} ====Mawloc Brood==== This unit contains 1 Mawloc ('''Power Rating 6'''). It can contain 1 additional Mawloc ('''Power Rating +6''') or 2 additional Mawlocs ('''Power Rating +12'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Mawloc || * || * || - || * || 6 || 12 || 7 || 7 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! S |- | 7-12+ || 9" || 4+ || 6 |- | 4-6 || 7" || 5+ || 5 |- | 1-3 || 5" || 6+ || 4 |} '''Biomorphs:''' *Distensible Jaws *Prehensile Pincer *Three pairs of Scything Talons '''Special rules:''' *'''Burrow:''' At the beginning of any of your Movement phases, any Mawloc can burrow. Remove it from the battlefield β it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain. *'''Death Throes''' *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Terror from the Deep:''' During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1" away from any enemy models and more than 3" from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn. *'''Swallow Whole:''' If 4 or more of the Mawloc's Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain. '''Options:''' *Mutations: (M:10/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 3 pts. ::-Toxin Sacs - 4 pts. *Any model may replace its Prehensile Pincer with one of the following: ::-Biostatic Rattle - 10 pts. ::-Toxinspike - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Mawloc}} ====Toxicrene Brood==== This unit contains 1 Toxicrene ('''Power Rating 8'''). It can contain 1 additional Toxicrene ('''Power Rating +8''') or 2 additional Toxicrenes ('''Power Rating +16'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Toxicrene || 8" || * || 4+ || * || 7 || 12 || * || 7 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! S !! A |- | 7-12+ || 3+ || 7 || 6 |- | 4-6 || 4+ || 6 || 5 |- | 1-3 || 5+ || 5 || 4 |} '''Biomorphs:''' *Acid blood *Choking Cloud *Two sets of Massive Toxic Lashes '''Special rules:''' *'''Acid Blood''' *'''Entangle:''' During Shooting phase, Toxicrene may choose to Entangle one enemy model within 12" (the model must be the closest to the Toxicrene). Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, it cannot move in any way and has to subtract 1 from all its hit rolls until your next Shooting phase. *'''Frenzied Death Throes''' *'''Hypertoxic:''' Any attack made by a Toxicrene cause an additional mortal wound on a 6+. *'''Hypertoxic Miasma''' *'''Instinctive Behaviour''' *'''Overwork''': During the Movement phase, a Toxicrene may choose to suffer D3 mortal wounds to add D6" to its Move, Advance and Charge characteristics. Options: *Mutations: (M:10/WS:30/BS:10/S:5/T:20/W:20/A:20/Ld:10/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Toxicrene}} ====Trygon Brood==== This unit contains 1 Trygon ('''Power Rating 9'''). It can contain 1 additional Trygon ('''Power Rating +9''') or 2 additional Trygons ('''Power Rating +18'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Trygon || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 9" || 3+ || 4+ |- | 4-6 || 7" || 4+ || 5+ |- | 1-3 || 5" || 5+ || 6+ |} '''Biomorphs:''' *Bio-electric Pulse *Three pairs of Monstrous Scything Talons '''Special rules:''' *'''Ambusher Brood:''' The first time this unit is set up on the battlefield, all of its models must be placed within 9" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. *'''Burrow''': At the beginning of any of your Movement phases, any Trygon that is not within 1" of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the ''Subterranean Assault'' ability. A Trygon may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon is underground, it is considered to be slain. *'''Death Throes''' *'''Instinctive Behaviour''' *'''Subterranean Assault''' '''Upgrades:''' *'''Lurker:''' A Trygon Prime with this upgrade can enter from Reserve on the first turn. *'''Prepared Tunnel Network:''' Two units can emerge by the ''Subterranean Assault'' special rule with a Trygon with this upgrade. '''Options:''' *Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-) *Any model may take one item from the '''Thorax Biomorphs''' list. *Any model may take up to three items from the '''Biomorphs''' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *The entire brood may take any of the following Upgrades: ::- Prepared Tunnel Network - 50 pts./model ::- Lurker - 50 pts./model *Any model may take one of the following: ::- Heavy Spinefist - 10 pts. ::- Spine banks - 2 pts. *Any model may take one of the following tail biomorphs: ::- Biostatic Rattle - free ::- Prehensile Pincer - free ::- Toxinspike - 1 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon}} ====Tyrannofex Brood==== This unit contains 1 Tyrannofex ('''Power Rating 11'''). It can contain 1 additional Tyrannofex ('''Power Rating +11''') or 2 additional Tyrannofexes ('''Power Rating +22'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyrannofex || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 9" || 3+ || 4+ |- | 4-6 || 7" || 4+ || 5+ |- | 1-3 || 5" || 5+ || 6+ |} '''Biomorphs:''' *Acid spray *Powerful Limbs *Stinger salvo '''Special rules:''' *'''Bio-tank''' *'''Death Throes''' *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Weapon Beast''' '''Options:''' *Mutations: (M:10/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:-/Psy:-/Syn:-) *Any model may take one item from the '''Thorax Biomorphs''' list. *Any model may take up to three items from the '''Biomorphs''' list. *Any model may replace its Acid Spray with one of the following: ::-Fleshborer hive - 15 pts. ::-Rupture cannon - 35 pts. *Any model may take any of the following: ::-Adrenal Glands - 2 pts. ::-Toxin Sacs - 2 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannofex}} ===Flyer=== ====Erinyes Brood==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> '''Fluff:''' <div class="mw-collapsible-content">These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery. With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery. They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable. Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> '''Modelling notes:''' <div class="mw-collapsible-content">If you're feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you're feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan's than the more traditionally bat-like wings of the Harpy/Crone and Flyrant. It should be about in between the size of a Harridan and a Harpy. The tail is scythed so don't forget that. This is less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land </div> </div> This unit contains 1 Erinys ('''Power Rating 12'''). It can contain 1 additional Erinys ('''Power Rating +12''') or 2 additional Erinyes ('''Power Rating +24'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Erinys || * || * || 4+ || 8 || 6 || 18 || * || 9 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! A |- | 9-18+ || 30" || 3+ || 6 |- | 5-8 || 20" || 4+ || 3 |- | 1-4 || 10" || 5+ || D3 |} '''Biomorphs:''' *Bio-plasma *Electroshock Grubs *Flesh Hooks *Heavy Spinefist *Scything Wings '''Special Rules:''' *'''Electromagnetic Blast:''' At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 12" takes one automatic hit with the following profile ({{W40kKeyword|VEHICLE}} suffer 3 hits instead): ::{| class=wikitable |- valign=top ! S !! AP !! D !! Abilities |- | 4 || -1 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |} *'''Instinctive Behaviour''' *'''Monstrous Brood''' *'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}. *'''Wing Tearer''': During the Fight phase, if an Erinys is against a unit with the {{W40kKeyword|Flyer}} keyword, roll 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the ''Crash and Burn'' special rule, though this model doesn't suffer any mortal wounds from it. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by the ''Instinctive Behaviour'' rule. '''Options:''' *Mutations: (M:20/WS:10/BS:5/S:20/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may take one of the following: ::- Stinger Salvo - 8 pts. ::- Cluster Spines - 10 pts. *May take the '''Lone Hunter''' Upgrade - 25 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Erinyes}}, {{W40kKeyword|Fly}} ====Harpy Brood==== This unit contains 1 Harpy ('''Power Rating 7'''). It can contain 1 additional Harpy ('''Power Rating +7''') or 2 additional Harpies ('''Power Rating +14'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Harpy || * || * || * || 6 || 6 || 12 || 3 || 9 || 4+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 30" || 4+ || 4+ |- | 4-6 || 20" || 4+ || 5+ |- | 1-3 || 10" || 5+ || 5+ |} '''Biomorphs:''' *Scything Wings *Stinger Salvo *Two Stranglethorn Cannons '''Special Rules:''' *'''Death Throes''' *'''Monstrous Brood''' *'''Instinctive Behaviour''' *'''Sonic Screech''' *'''Spore Mine Cysts (Acid Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single <HIVE FLEET> Acid Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. *'''Spore Mine Cysts (Char Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single <HIVE FLEET> Char Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the roll when targeting units that can {{W40kKeyword|Fly}}. Enemies that can {{W40kKeyword|Fly}} suffer double the number of mortal wounds from this weapon. *'''Spore Mine Cysts (Frag Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single <HIVE FLEET> Frag Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Frag Mine''' || 4 || -1 || 1 || - |} *'''Spore Mine Cysts (Toxic Mine):''' A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single <HIVE FLEET> Toxic Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Toxic Mine''' || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |} *'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by the ''Instinctive Behaviour'' rule. '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may replace its two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts. *Any model may take one of the following: ::-Stinger salvo - 8 pts. ::-Cluster spines - 10 pts. *May take the '''Lone Hunter''' Upgrade - 25 pts./model *Any model may exchange its Frag Mines in its ''Spore Mine Cysts'' special rule for one of the following spores: ::-Acid Mines - free ::-Char Mines - free ::-Toxic Mines - free '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Harpy}}, {{W40kKeyword|Fly}} ====Hive Crone Brood==== This unit contains 1 Hive Crone ('''Power Rating 7'''). It can contain 1 additional Hive Crone ('''Power Rating +7''') or 2 additional Hive Crones ('''Power Rating +14'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Harpy || * || * || * || 6 || 6 || 12 || 3 || 9 || 4+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 7-12+ || 30" || 4+ || 4+ |- | 4-6 || 20" || 4+ || 5+ |- | 1-3 || 10" || 5+ || 5+ |} '''Biomorphs:''' *Drool cannon *Scything Wings *Tentaclids *Wicked Spur '''Special Rules:''' *'''Death Throes''' *'''Instinctive Behaviour''' *'''Swooping Assault:''' This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by the ''Instinctive Behaviour'' rule. '''Options:''' *Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *Any model may take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *Any model may take a second set of Tentacilids - 15 pts. *Any model may take one of the following: ::-Stinger salvo - 8 pts. ::-Cluster spines - 10 pts. *May take the '''Lone Hunter''' Upgrade - 25 pts./model '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Crone}}, {{W40kKeyword|Fly}} ===Dedicated Transport=== ==== [[Malefactor]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">A distinctive ground based transport organism for the Tyranid swarm, the malefactor is incredibly durable and is also well noted for its displeasing aesthetics. While not particularly dangerous in combat, it is capable of absorbing obscene damage.</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modeling notes <div class="mw-collapsible-content">The malefactor isn't particularly hard to make, though if you have the old Armorcast minis; good for you! Be warned, some people will probably sooner gouge out their eyes than gaze upon the...erm...''beauty'' of the malefactor for too long. A ''beauty'' so otherwordly that even the forces of Nurgle, Slaanesh, and the Haemonculi are driven to mass vomiting and find their eyes bursting into flames when they gaze upon the Malefactor's ''glory''.</div> </div> This unit contains 1 Malefactor ('''Power Rating 9'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Malefactor || * || 5+ || 5+ || * || 8 || 16 || * || 7 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! S !! A |- | 7-12+ || 8" || 6 || 3 |- | 4-6 || 4" || 5 || D3 |- | 1-3 || 2" || 4 || 1 |} '''Biomorphs:''' *Adrenal Glands *Amphibious Adaptations *Enhanced Leg Muscles *Scything Talons *Two sets of Cluster Spines '''Special Rules:''' *'''Death Throes''' *'''Instinctive Behaviour''' *'''Transport Beast:''' When you set a Malefactor on the field, you can also set up a {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|INFANTRY}} unit of up to 20 models or a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|MONSTER}} with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). A Malefactor may disembark units while it is being assaulted or after it moved but may not disembark on a turn that it has chosen to advance. If it is transporting a Synapse creature, then the synapse field continues to project from within the Malefactor, measuring the synapse field from the malefactor's base instead of the original model's. '''Options:''' *Mutations: (M:15/WS:5/BS:10/S:5/T:20/W:20/A:5/Ld:5/Sv:-/Psy:-/Syn:-) *May take take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 5 pts. ::-Toxin Sacs - 6 pts. *May replace Electro-shock Grubs with any other item from the ''Thorax Biomorphs'' list. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Malefactor}}, {{W40kKeyword|Transport}} ====Tyrannocyte==== This unit contains 1 Tyrannocyte ('''Power Rating 8'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Tyrannocyte || * || 5+ || 5+ || * || 6 || 12 || * || 7 || 4+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! S !! A |- | 7-12+ || 6" || 5 || D6 |- | 4-6 || 4" || 4 || D3 |- | 1-3 || 2" || 3 || 1 |} '''Biomorphs:''' *Five Deathspitters '''Special Rules:''' *'''Death Throes''' *'''Instinctive Behaviour''' *'''Invasion Organism:''' During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases β set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models that are inside the Tyrannocyte (see right) must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed. This model and any units embarked aboard it are exempt from the ''Tactical Reserves'' matched play rule. *'''Transport Spore''' '''Options:''' *Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-) *May take take up to three items from the ''Biomorphs'' list. *Any model take any of the followings: ::-Adrenal Glands - 1 pts. ::-Toxin Sacs - 1 pts. *May replace all five Deathspitters with: ::- Five Barbed Stranglers - 50 pts. ::- Five Venom Cannons - 60 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannocyte}} ===Lords of War=== ==== Cerebore ==== This unit contains 1 Cerebore ('''Power Rating 30'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Cerebore || * || * || 4+ || 8 || 8 || 30 || * || 9 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! A |- | 16-30+ || 18" || 3+ || 6 |- | 9-15 || 12" || 3+ || D3+2 |- | 5-8 || 6" || 4+ || D3 |- | 1-4 || 3" || 5+ || 1 |} '''Biomorphs:''' *A pair of Monstrous Lash Whips *A pair of Massive Scything Talons *Feeder Tendrils *Greater Flesh Hooks *Bio-acid Spray *Frag-spine Batteries *Amphibious Adaptations *Thresher Tendrils '''Special rules:''' *'''Instinctive behaviour''' *'''Thresher Tendrils:''' Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6" discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself and ripping itself to pieces. *'''Living transport:''' This model can transport up to 20 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 6 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}. '''Options:''' *May take up to three biomorphs from the following list: ::-Bio-cannon - 45 pts. ::-Cellular Bolster - 35 pts. ::-Gargantuan Warp Shield - 40 pts. ::-Spore Cloud - 35 pts. ::-Spine-cloud Spray - 35 pts. ::-Synaptic Regeneration - 45 pts. '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Cerebore}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Transport}} ====Dactylis==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">Hivemind's standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armoured Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it's own heavy ordnance, in a form of Dactylis.<br> Based on the simple and easy to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep itself as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it's back, Dactylis uses its oversized chem glands to fill both the spores and the weapon's barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivalled only by the heavy artillery of humans. Though neither the launching process nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modelling notes <div class="mw-collapsible-content">A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off its sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. The final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]</div> </div> This unit contains 1 Dactylis ('''Power Rating 40'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Dactylis || 6" || * || * || 8 || 9 || 30 || * || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! BS !! A |- | 21-30 || 4+ || 3+ || 3 |- | 11-20 || 5+ || 4+ || D3 |- | 1-10 || 6+ || 5+ || 1 |- |} '''Biomorphs:''' *Dactylis Birthing Cannon with Frag Mines *Gigantic Shovel Limbs '''Special Rules:''' *'''Birthing Overload:''' At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this model's Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1, this model suffers D3 mortal wounds. *'''Launched Mines (Acid Mine):''' Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Acid Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. *'''Launched Mines (Char Mine):''' Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Char Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}. Enemy {{W40kKeyword|Flyers}} suffer double the number of mortal wounds from this weapon. *'''Launched Mines (Frag Mine):''' Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Frag Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Frag Mine''' || 4 || -1 || 1 || - |} *'''Launched Mines (Toxic Mine):''' Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|<HIVE FLEET>}} Toxic Mine models anywhere within 6" of the target unit and more than 3" from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine: ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Toxic Mine''' || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |} *'''Ruptured Birthing Sack''': When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines (the one it had equipped) in base contact with this unit (or with an enemy unit in base contact with this model), then remove it from the battlefield. On a 6, however, the fatal blow has caused the remaining spore mines in the Dactylisβ birthing chamber to explode, causing a massive shower of lethal components. All units with 2D6β of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with. *'''Titanic Monster''': A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1β of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1β of itself or any other visible enemy unit that is not within 1β of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit. *'''Unsubtle Attackβs:''' When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the {{W40kKeyword|Titanic}} keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models. '''Options:''' *May exchange its Frag Mines for one of the following spores: ::-Acid Mines - free ::-Char Mines - free ::-Toxic Mines - free *May take any of the followings: ::-Cellular Bolster - 50 pts. ::-Gargantuan Warp Shield - 50 pts. ::-Psy-Catalyst - 60 pts. '''Keywords''': *Faction: {{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Dactylis}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ====Dominatrix==== This unit contains 1 Dominatrix ('''Power Rating 110'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Dominatrix || * || * || * || 12 || 10 || 65 || 4 || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS !! Casting Bonus |- | 46-65+ || 18β || 2+ || 2+ || +3 |- | 36-45 || 12β || 2+ || 2+ || +2 |- | 20-35 || 6β || 3+ || 3+ || +2 |- | 5-19 || 4β || 4+ || 4+ || +1 |- | 1-4 || 2β || 5+ || 5+ || 0 |} '''Biomorphs:''' *A pair of Gargantuan Scything Talons *Two Dire Bio-cannons *Back-mounted Digestion Cannon *Psychic Feelers and Mind Spikes {| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | Back-mounted Digestion Cannon || Macro 6 || 96β || 16 || -3 || 2D6 || - |} '''Special Rules:''' *'''Bio-titan Warp Field''' *'''Frenzied Metabolism:''' When firing this its Dire Bio-cannons, this model may choose to suffer D6 mortal wounds. If it does so, double the strength of its Dire Bio-cannons. *'''Massive Psychic Backlashing:''' When this model is slain all {{W40kKeyword|Tyranids}} units (including those in reserve) suffer D3 mortal wounds and all {{W40kKeyword|Psykers}} on the battlefield suffer D6 mortal wounds. If the Dominatrix had also the '''Norn Queen''' upgrade then all {{W40kKeyword|Tyranids}} suffer D6 mortal wounds, all {{W40kKeyword|Tyranids}} model in reserve are instantly slain and all {{W40kKeyword|Psykers}} on the battlefield would suffer 2D6 mortal wounds. *'''Monster in the Warp:''' Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36" of any units with this ability. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected. *'''Monstrous Progenitor:''' At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|<Hive Fleet>}} unit of maximum 20 models of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing unit of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy. *'''Synaptic Beacon:''' {{W40kKeyword|<Hive Fleet>}} units automatically pass Morale tests if they are within 36" of this model. In addition, Instinctive Behaviour effects only activate if the unit is more than 72β away from this model. *'''Titanic monster:''' A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|INFANTRY}} keyword and as long as it ends it's moving more than 1β from enemy models. This model may still shoot if there are enemy models within 1β of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1β of itself or any other visible enemy unit that is not within 1β of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit. '''Psyker:''' *A Dominatrix can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines. *A Dominatrix that has the '''Norn Queen''' upgrade can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny four psychic power in each enemy Psychic phase. It knows the Smite power and five psychic powers from any of the Hivemind's disciplines. '''Upgrades:''' *'''Norn Queen:''' A model with a Norn Queen has a 4+ invulnerable save and adds +1 to its casting rolls. '''Options:''' *May replace its Back-mounted Digestion Cannon for the '''Norn Queen''' upgrade - 400 pts. *May take up to four Biomorphs from the following list: ::- Incendiary Ichor - 40 pts. ::- Greater Flesh Hooks* - 30 pts. ::- Frag Spine Batteries* - 30 pts. ::- Cellular Bolster - 80 pts. ::- Spine-cloud Spray* - 40 pts. ::- Spore Cloud - 50 pts. ::<nowiki>*</nowiki>may be taken multiple times. *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Dominatrix}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Harridan==== This unit contains 1 Harridan ('''Power Rating 32'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Harridan || * || * || * || 7 || 7 || 30 || 5 || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 16-30+ || 30β || 3+ || 3+ |- | 10-15 || 20" || 3+ || 4+ |- | 5-9 || 15β || 4+ || 5+ |- | 1-4 || 10β || 5+ || 6+ |} '''Biomorphs:''' *Two Bio-cannons *A pair of Massive Sything Talons *Transport Hooks '''Special rules:''' *'''Death Throes (Harridan)''' *'''Flying Titanic Monster''' *'''Frenzied Metabolism''' *'''Sky Attack''' '''Options:''' *May take any biomorph from the following list: ::-Cellular Bolster - 15 pts. ::-Greater Flesh Hooks - 30 pts. ::-Frag Spine Batteries - 30 pts. ::-Gargantuan warp shield - 40 pts. ::-Regeneration - 45 pts. ::-Psy-Catalyst - 50 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Fly}} ====Hierodules==== =====Barbed Hierodule===== This unit contains 1 Barbed Hierodule ('''Power Rating 22'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Barbed Hierodule || * || 3+ || * || 10 || 8 || 22 || * || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! BS !! A |- | 11-22+ || 12β || 4+ || 5 |- | 6-10 || 8β || 5+ || 4 |- | 1-5 || 4β || 6+ || 3 |} '''Biomorphs:''' *A pair of Massive Scything Talons *Bio-cannon '''Special rules:''' *'''Agile''' *'''Death Throes (Hierodule)''' *'''Instinctive Behaviour''' *'''Titanic Monster''' '''Options:''' *May take up to three biomorphs from the following list: ::- Transport Chamber - 15 pts. ::- Cellular Bolster - 15 pts. ::- Greater Flesh Hooks - 30 pts. ::- Frag Spine Batteries - 30 pts. ::- Gargantuan Warp Shield - 40 pts. ::- Spore Cloud - 40 pts. ::- Synaptic Regeneration - 45 pts. ::- Psy-Catalyst - 50 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Barbed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} =====Scythed Hierodule===== This unit contains 1 Scythed Hierodule ('''Power Rating 18'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Scythed Hierodule || * || * || 4+ || 10 || 8 || 22 || * || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! BS !! A |- | 11-22+ || 12β || 3+ || 7 |- | 6-10 || 8β || 4+ || 5 |- | 1-5 || 4β || 5+ || 3 |} '''Biomorphs:''' *A pair of Massive Scything Talons *Bio-acid Spray '''Special rules:''' *'''Agile''' *'''Death Throes (Hierodule)''' *'''Instinctive Behaviour''' *'''Titanic Monster''' '''Options:''' *May take up to three biomorphs from the following list: ::- Transport Chamber - 15 pts. ::- Cellular Bolster - 15 pts. ::- Greater Flesh Hooks - 30 pts. ::- Frag Spine Batteries - 30 pts. ::- Gargantuan Warp Shield - 40 pts. ::- Spore Cloud - 40 pts. ::- Synaptic Regeneration - 45 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Scythed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ====Hierophant==== This unit contains 1 Hierophant ('''Power Rating 100'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Hierophant || * || * || 3+ || 10 || 8 || 50 || * || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! A |- | 35-50+ || 12β || 3+ || 6 |- | 20-34 || 9β || 3+ || 5 |- | 5-19 || 6β || 4+ || 4 |- | 1-4 || 3β || 5+ || 3 |} '''Biomorphs:''' *A pair of Gargantuan Scything Talons *Bio-plasma Torrent *Gargantuan Warp Shield *Lashwhip Pods *Synaptic Regeneration *Two Dire Bio-cannons '''Special rules:''' *'''Death Throes (Hierophant)''' *'''Frenzied Metabolism''' *'''Swarm Incubation Chamber''' *'''Titanic Monster''' '''Upgrades:''' *'''Swarm Incubation Chamber''' '''Options:''' *May take up to four biomorphs from the following list: ::- Cellular Bolster - 40 pts. ::- Frag Spine Batteries - 30 pts. ::- Greater Flesh Hooks - 30 pts. ::- Psy-Catalyst - 80 pts. ::- Spine-cloud Spray - 40 pts. ::-Spore Cloud - 50 pts. *May take one of the following: ::-Incendiary Ichor - free ::-'''Swarm Incubation Chamber''' Upgrade - free '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Hierophant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ====Hydraphant==== This Unit contains 1 Hydraphant ('''Power Rating 350'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Hydraphant || * || * || * || 16 || 15 || 80 || * || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS !! Attacks !! Casting bonus !! Invulnerable Save |- | 65-80+ || 18β || 2+ || 2+ || 6 || +3 || 3+ |- | 40-64 || 14β || 3+ || 3+ || 5 || +2 || 4+ |- | 20-39 || 12β || 4+ || 4+ || 4 || +2 || 5+ |- | 10-19 || 10β || 5+ || 5+ || D3 || +1 || 6+ |- | 1-9 || 8β || 5+ || 6+ || 1 || +1 || 7+ |} '''Biomorphs:''' *Two Hydraphant Dire Bio-cannons *Massive Feeder Tendrils *A pair of Spore Cloud Scything Talons *Pyro-acid Spit *Venom Mortar Launcher *Greater Flesh Hooks *Feeder Tendrils *Synaptic Regeneration '''Special Rules:''' *'''Bio-Titan Psychic Field:''' This model has an invulnerable save equal to the one in the table on top. Subtract 1 from the invulnerable save rolls against attacks made in the Fight phase. *'''Clouds of Death and Despair:''' Enemy units targeting friendly {{W40kKeyword|<Hive Fleet>}} units within 24β of this model subtract 1 from their hit rolls. In addition, enemy units, that don't possess the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} keywords, within 24β of this model subtract 3β from their movement characteristic and suffer 1 wound mortal at the end of their movement phase on a 4+ on a D6. *'''Horror in the warp:''' Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36" of this model. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected. In addition, this model does not suffer perils in the warp for rolling greater than 12 when manifesting or denying psychic powers. *'''Impossible entity:''' This model ignores all damage on a 6+ except damage dealt by {{W40kKeyword|Macro}} weapons. In addition, all enemy units within 36β subtract 2 from their leadership characteristic. *'''Synapse Titan:''' Friendly {{W40kKeyword|<Hive Fleet>}} units within 36β automatically pass morale tests and are not affected by Instinctive Behaviour. *'''Titanic monster:''' A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don't possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it's moving more than 1β from enemy models. This model may still shoot if there are enemy models within 1β of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1β of itself or any other visible enemy unit that is not within 1β of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit. '''Psyker:''' *A Hydraphant can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind's disciplines. '''Upgrades:''' *'''Attention of the Norn Queens:''' This model adds an additional +1 to its psychic tests and +1 to its invulnerability saves. *'''Gigantic Swarm Incubation Chamber:''' This model gains the {{W40kKeyword|Transport}} keyword and may transport up to 40 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Genestealers}}, {{W40kKeyword|Termagaunt}} or {{W40kKeyword|Hormagaunt}}, or two units of up to 6 {{W40kKeyword|Hive Guard}}, {{W40kKeyword|Tyrant Guard}} or {{W40kKeyword|Warriors}}. It may also transport a single {{W40kKeyword|Hive Tyrant}} or two {{W40kKeyword|Broodlords}}. At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|<Hive Fleet>}} unit of maximum 20 models of any {{W40kKeyword|Tyranid}} unit that possess the {{W40kKeyword|Infantry}} keyword. If it does so add the new unit on the battlefield so that it is wholly within 6" of the Dominatrix and more than 1" from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing {{W40kKeyword|Infantry}} unit from your army that is within 6" of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6" of the Dominatrix and more than 1" from the enemy. *'''Incendiary Ichor and Acidic Flesh:''' When an enemy unit within 18β of this model inflicts one or more wounds on this model on a 5+ that model suffers a mortal wound. If this damage was dealt by a melee attack then attacking unit suffers 2D3 mortal wounds on a 2+ instead. '''Options:''' *An Hydraphant may choose one of the following three upgrades: ::-'''Incendiary Ichor and Burning Flesh''' - free ::-'''Gigantic Swarm Incubation Chamber''' - 500 pts./25 PP ::-'''Attention of the Norn Queens''' - 300 pts./15 PP May take up to six Biomorphs from the following list: ::-Frag Spine Batteries* - free ::-Cellular Bolster - free ::-Psy-Catalyst - free ::-Spine-cloud Spray* - free ::<nowiki>*</nowiki>may be taken multiple times. *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Hydraphant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} ====Nautiloid==== This unit contains 1 Nautiloid ('''Power Rating 30'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Nautiloid || 9" || * || 4+ || * || 8 || 30 || * || 10 || 2+ |} {| class=wikitable |- valign=top ! Remaining W !! WS !! S !! A |- | 16-30+ || 2+ || 10 || 6 |- | 7-15 || 3+ || 9 || 5 |- | 1-6 || 4+ || 7 || 4 |} '''Biomorphs:''' *Amphibious Adaptations *A pair of Massive Scything Talons *Feeder Tendrils *Greater Flesh hooks *Impaling Tendril *Lashwhip Pods *Synaptic Regeneration '''Special Rules:''' *'''Armoured Shell:''' This model treats weapons of ap -1 or -2 as being ap 0. *'''Anaphylactic Shock:''' Ever time a unit suffers an unsaved wound from this model roll a D6. On a 4+ the unit suffers a -1 to all its hit rolls and -1 to its movement characteristic until the next turn. Vehicles are effected on a 5+ and '''TITANIC''' units are unaffected by this ability unless they suffer 7 or more damage from this model in a single phase, in which case they are affected on a 5+. *'''Fuel for Rampage:''' For each model removed as a casualty due to a Nautiloid attack (both ranged and melee), this model gains one ''Food Token'' at the end of the phase, to a maximum of six. At the start of the Movement phase, a Nautiloid may spend up to three Food tokens to gain +2" bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Nautiloid may spend any number of Food tokens to gain +1 bonus Attack for each token spent. At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per food token spent. *'''Unstoppable and stable:''' This model may not advance, but it does not suffer hit penalties for moving and firing heavy weapons and may not suffer any negative modifiers to its movement characteristic. '''Options:''' *May take up to three Biomorphs from the following list: ::-Transport Chamber - 25 pts. ::-Cellular Bolster - 25 pts. ::-Gargantuan Warp Shield - 40 pts. ::-Spore Cloud - 40 pts. ::-Spine-cloud Spray - 25 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Nautiloid}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ====Viciator==== This unit contains 1 Viciator ('''Power Rating 30'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Viciator || * || * || * || 10 || 8 || 28 || 8 || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS |- | 13-28+ || 18β || 2+ || 3+ |- | 7-12 || 12β || 2+ || 4+ |- | 1-6 || 6β || 3+ || 5+ |} '''Biomorphs:''' *Monstrous Acid Maw *A pair of Gargantuan Scything Talons *Brainleech Hive *Thresher Tendrils and Spikes *Greater Flesh Hooks *Spore cloud '''Special Rules:''' *'''Death incarnate:''' All units (other than this model) within 18" suffer a -1 to their leadership characteristic. *'''Unholy speed:''' This model rolls 3D6 dices when advancing and charging and discards the lowest result value. This model may charge after advancing. *'''Bonded exoskeleton:''' This model treats all weapons with an ap value of -2 or less as being ap 0. *'''Titanic monster:''' A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|Infantry}} keyword and as long as it ends it's moving more than 1β from enemy models. This model may still shoot if there are enemy models within 1β of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1β of itself or any other visible enemy unit that is not within 1β of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit. '''Options:''' *May replace its Brainleech Hive with a Deathscreamer Hive - 25 pts *May take up to three biomorphs from the following list: ::- Transport chamber - 25 pts. ::- Cellular bolster - 35 pts. ::- Frag Spine Batteries - 30 pts. ::- Gargantuan Warp Shield - 40 pts. ::- Spine-Cloud Spray - 40 pts. ::- Synaptic Regeneration - 45 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viciator}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ====Viragon==== This unit contains 1 Viragon ('''Power Rating 100'''). {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Viragon || * || * || * || * || 12 || 55 || 6 || 10 || 3+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! WS !! BS !! S |- | 45-55+ || 18β || 2+ || 2+ || 9 |- | 35-45 || 14" || 2+ || 3+ || 9 |- | 20-34 || 10β || 3+ || 3+ || 8 |- | 5-19 || 8β || 4+ || 4+ || 7 |- | 1-4 || 6β || 5+ || 5+ || 6 |} '''Biomorphs:''' *Acid Spit *Melting Maw *A pair of Viragon Scything Talons '''Special Rules:''' *'''Burrowing:''' At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain. *'''Caustic Vomit:''' When this model slays a model that doesn't have the {{W40kKeyword|Titanic}} keyword with its Melting Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18" (even between 1" of this model but not of other friendly units) with the following profile: {| class=wikitable |- valign=top ! Range !! Type !! S !! AP !! D !! Abilities |- | 18" || Assault X || * || -5 || D3 || X is the number of wounds the slain model had (if the model had the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword then it's half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model's armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target. |} *'''Dense Muscular Tissue:''' This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds, D6+3 on a 6. *'''Subterranel Tunnels:''' During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two {{W40kKeyword|<HIVE FLEET>}} unit in the Viragon's tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9" away from any enemy models. If there are other units in the Viragon's tunnel, set them up at the same time wholly within 6" of the Viragon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed. *'''Swallow Whole:''' If an enemy model suffers any damage from this model Acid Maw it has to take a Strenght test (unless it has the {{W40kKeyword|Titanic}} keyword). If the result is equal or higher than this model's strength characteristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds. *'''Underground Reaper:''' Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn. '''Psyker:''' *A Viragon that has purchased the '''Synaptic Spinal Node''' Upgrade can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind's disciplines. '''Upgrades:''' *'''Hardened Carapace:''' Subtract 2" from this model's movement and charge distance. Also, consider the AP of the weapons that wound this model has two points worse (-4 become -2, -2 becomes 0 and so on). *'''Iper-Acid Sacs:''' You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6" suffers 2D3 mortal wounds, 2D6 on a 6. *'''Synaptic Spinal Node:''' This model receives the {{W40kKeyword|Synapse}} and {{W40kKeyword|Psyker}} keywords, the Shadow in the Warp special rule and a 5+ invulnerable save. '''Options:''' *May take one of the following upgrades: ::-'''Hardened Carapace''' Upgrade - 50 pts. ::-'''Iper-Acid Sacs''' Upgrade - 150 pts. ::-'''Synaptic Spinal Node''' Upgrade - 100 pts. *May take up to two of the followings: ::-Cellular Bolster - 25 pts. ::-Gargantuan Warp Shield - 40 pts. ::-Psy-Catalyst - 40 pts. ::-Spine-cloud Spray - 25 pts. '''Keywords:''' *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}} ===Fortification=== ====Capillary Towers==== 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'''). A Capillary Tower is a Battlefield Debris no more large 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 regular Battlefield Debris, and the Tyranid Player who controls it loses D3 Victory Points. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Capillary Tower || - || - || - || - || 9 || 16 || - || - || 2+ |} '''Special Rules:''' *'''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. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Capillary Tower}}, {{W40kKeyword|Building}} ====Spawning Pools==== 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'''). A Spawning Pool is a swamp 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 Swamp. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Spawning Pool || - || - || - || - || 5 || 6 || - || - || 4+ |} '''Special Rules:''' *'''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 a coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no available place, remove them as causalities. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spawning Pool}}, {{W40kKeyword|Building}} ====Spore Chimneys==== This unit contains 1 Spore Chimney ('''Power Rating 6'''). It can include 1 additional Spore Chimney ('''Power Rating +6'''), or 2 additional Spore Chimneys ('''Power Rating +12'''). A Spore Chimney is a Battlefield Debris no more large than 3"x3"x10". 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. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris. {| class=wikitable |- valign=top ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv |- | Spore Chimney || - || - || - || - || 8 || 10 || - || - || 3+ |} '''Special Rules:''' *'''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 turn, roll a D6 for each enemy unit within 6" of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spore Chimney}}, {{W40kKeyword|Building}} ====Sporocyst Brood==== This unit contains 1 Sporocyst ('''Power Rating 5'''). 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 |- | Sporocyst || * || 5+ || 5+ || * || 6 || 12 || * || 7 || 4+ |} {| class=wikitable |- valign=top ! Remaining W !! M !! S !! A |- | 7-12+ || 6" || 5 || D6 |- | 4-6 || 4" || 4 || D3 |- | 1-3 || 2" || 3 || 1 |} '''Biomorphs:''' *Five Deathspitters *Spore Node '''Special Rules:''' *'''Bio-fortress''' *'''Bombardment Organism''' *'''Death Throes''' *'''Immobile''' *'''Instinctive Behaviour''' *'''Psychic Resonator''' *'''Spawn Spore Mines''' *'''Spore Node''' '''Options:''' *Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-) *May replace all five Deathspitters with: ::- Five Barbed Stranglers - 50 pts. ::- Five Venom Cannons - 100 pts. *May upgrade it's ''Spore Node'' to launch a different type of spore mine - 10 pts. '''Keywords''': *Faction:{{W40kKeyword|<Hive Fleet>}}, {{W40kKeyword|Tyranids}} *{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Sporocyst}}
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