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==APPENDIX== ===ARMY SPECIAL RULES=== A Tyranids army uses a number of special rules that are common to several of its units, which are collected here for your convenience. Special rules that are unique to particular units are presented in the relevant unit entry instead. Other, more common rules are simply listed by name – these are all described in full in the Special Rules section of Warhammer 40,000: The Rules. ====ALPHA WARRIOR==== Tyranid Warriors and Tyranid Shrikes may use this model's Weapon Skill and Ballistic Skill rather than their own. ====ARMOURED SHELL==== A model with this special rule improves its Armour Save by 1. ====BEYOND NUMBER==== Whenever the last model of a unit with this special rule is removed from the table you may immediately place a new identical unit to the one which that last remaining model belonged to in Ongoing Reserves. This new unit may enter via Deep Strike or Outflank if it has the appropriate special rule. ====CHAMELEONIC SKIN==== Units consisting entirely of models with this special rule do not scatter when arriving from Deep Strike Reserve. ====DEATH FROM THE SHADOWS==== A unit composed entirely of models with this special rule may assault the same turn it Outflanks or Infiltrates. ====DUPLICATED REFLEX CHAINS==== A model with this special rule adds +1 to its Initiative characteristic. ====EXPLOSIVE MUSCLE ACTION==== A model with this special rule adds +1 to its Attacks characteristic. ====HARDENED CARAPACE==== A model with this special rule adds +1 to its Toughness characteristic. ====IMPULSE INHIBITORS==== A model with this special rule adds +1. ====IMPROVED VISION==== A model with this special rule adds +1 to its Ballistic Skill characteristic. ====INSTINCTIVE BEHAVIOUR==== This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to an effect listed below. At the beggining of each of your turns take a Leadership test for each unit including one or more models with this special rule. *'''Instinctive Behaviour (Lurk):''' ::When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit immediately Fall Back as if they had failed a Morale test unless it contains a model with the Fearless special rule in which case nothing happens. ::When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn. *'''Instinctive Behaviour (Hunt):''' ::When a unit including one or more models with this special rule fails its Leadership test at the start of the unit immediately goes to ground unless it contains a model with the Fearless special rule in which case nothing happens. ::When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Preferred Enemy special rule until the start of your next turn. *'''Instinctive Behaviour (Feed):''' ::When a unit including one or more models with this special rule fails its Leadership test at the start of the turn all models with this special rule in the unit automatically fail all cover saves until the start of your next turn. ::When a unit including one or more models with this special rule passes its Leadership test at the start of the turn all models with this special rule in the unit gain the Rage special rule until the start of your next turn. ====INSTINCTIVE FIRE==== Each weapon this model is armed with automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time. ====KNOW NO HONOUR==== Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge. ====LORD OF WINGED HORRORS==== Gargoyle Broods, Meiotic Spore Clusters, Sky-slasher Swarm Broods, Spore Mine Clusters and Tyranid Shrike Broods are Troops choices if your Warlord has this special rule. ====OUT OF AMMUNITION==== When firing Shooting weapons at a unit containing one or more models with this special rule, To Hit rolls of 6 must be re-rolled. This has no effect on weapons that do not make regular To Hit rolls (such as Template weapons). ====PHEROMONE TRAIL==== If a friendly unit from Codex: Tyranids arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6" of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used. ====SECONDARY BRAIN==== A model with this special rule adds +1 to its Mastery Level. ====SHADOW IN THE WARP==== All enemy models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership characteristic whilst they are within 12" of a model with this special rule. ====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 RIPPERS==== Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice. ====SPAWN SKY-SLASHERS==== Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice. ====SUPERIOR NEURAL CONNECTIONS==== A model with this special rule adds +1 to its Weapon Skill characteristic. ====SYNAPSE CREATURE==== Models with this special rule are synapse creatures and unless otherwise noted have a synapse range of 12". Synapse creatures within the synapse range of another synapse creature form a synaptic web with that synapse creature and every other synapse creature in that synapse creature's synaptic web. A model within the synapse range of a synapse creature counts its Leadership as being that of the synapse creature in that synapse creature's synaptic web with the highest Leadership value. If for example a Termagant Brood was within 12" of a Tyranid Warrior Brood then they would have access to its synaptic web and would be Leadership 7. If the Tyranid Warrior Brood was within 12" of a Tervigon they would also have access to the Tervigon's synaptic web and would be Leadership 8. If that Tervigon was within 12" of a Hive Tyrant the Termagants would be Leadership 10. ====SYNAPTIC ENHANCEMENT==== A model with this special rule adds +6" to its Synapse range. ===MELEE WEAPONS=== '''Designer’s Note:''' ''Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.'' ====BONESWORDS AND LASH WHIPS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Boneswords | - | User | 3 | Melee, Life Drain |- | Lash Whips | - | User | - | Melee, Swiftstrike |- | Bonesword and Lash Whip | - | User | 3 | Melee, Life Drain, Swiftstrike |- |}<br style="clear: both; height: 0px;" /> ::'''Life Drain:''' To Wound rolls of 6 made with a weapon with this special rule gain the Instant Death special rule. ::'''Swiftstrike:''' Attacks made with a weapon with this special rule is carried out at +3 Inititive. ====CRUSHING CLAWS AND WRECKING BALL==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Crushing Claws | - | +1 | 2 | Melee, Armourbane, Unwieldy |- | Crushing Claw and Wrecking Ball | - | +1 | 2 | Melee, Armourbane, Unwieldy, Wrecker |- |}<br style="clear: both; height: 0px;" /> ::'''Wrecker:'''Models equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls. ====RENDING CLAWS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Rending |- |}<br style="clear: both; height: 0px;" /> ====SCYTHING TALONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 6 | Melee |- |}<br style="clear: both; height: 0px;" /> ====SICKLE CLAWS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Sickle Strike |- |}<br style="clear: both; height: 0px;" /> ::'''Sickle Strike:''' To Wound rolls of 4+ made with a weapon with this special rule have the Instant Death special rule. ====GRASPING TALONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +1 | 2 | Melee, Spine-Maw Strike |- |}<br style="clear: both; height: 0px;" /> ::'''Spine-Maw Strike:''' When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below) ====THORAX SPINE-MAW==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +4 | 1 | Melee, Instant Death, Digestion Spine |- |}<br style="clear: both; height: 0px;" /> ::'''Digestion Spine:''' When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule ===RANGED WEAPONS=== ====ACID SPRAY==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 6 | 4 | Assault 1, Torrent |- |}<br style="clear: both; height: 0px;" /> ====BIO-ELECTRIC WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Bio-electric pulse | 18" | 5 | 5 | Assault 6, Lightning Shock |- | Bio-electric pulse with containment spines | 18" | 5 | 5 | Assault 12, Lightning Shock |- |}<br style="clear: both; height: 0px;" /> ::'''Lightning Shock:''' Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule. ====BIO-PLASMA==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 7 | 2 | Assault 1, Blast |}<br style="clear: both; height: 0px;" /> ====BIO-PLASMIC CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 36" | 7 | 2 | Assault 1, Large Blast |- | 36" | 7 | 2 | Assault 6 |- |}<br style="clear: both; height: 0px;" /> ====CHOKING CLOUD==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 3 | - | Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience |- |}<br style="clear: both; height: 0px;" /> ::'''Predatory Sentience:''' Hits from this weapon gain Armourbane special rule against Open-topped vehicles, and vehicles that are not at their full Hull Points value. ====CLUSTER SPINES==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 5 | - | Assault 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ====DEATHSPITTER WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Deathspitter | 18" | 5 | 5 | Assault 3 |- | Deathspitter with deathscreamer grubs | 18" | 7 | 5 | Assault 6 |- |}<br style="clear: both; height: 0px;" /> ====DEVOURER WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Devourer | 18" | 4 | - | Assault 3, Neural Agony |- | Devourer with brainleech worms | 18" | 6 | - | Assault 4, Neural Agony |- |}<br style="clear: both; height: 0px;" /> ::'''Neural Agony:''' A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase. ====DROOL CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Torrent | Template | 5 | 3 | Assault 1, Torrent |- | Split | 18" | 6 | 3 | Assault 2, Sticky Ooze |- |}<br style="clear: both; height: 0px;" /> ::'''Sticky Ooze:''' When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures. ====THORAX BIOMORPHS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Desiccator larvae | Template | 1 | - | Assault 1, Fleshbane |- | Electroshock grubs | Template | 5 | 5 | Assault 1, Haywire |- | Shreddershard Beetles | Template | 3 | - | Assault 1, Rending, Shred |- |}<br style="clear: both; height: 0px;" /> ====FLAMESPURT CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 5 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ====FLESHBORER WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Fleshborer | 12" | 4 | 5 | Assault 1 |- | Fleshborer hive | 18" | 4 | 5 | Assault 20, Rending |- |}<br style="clear: both; height: 0px;" /> ====GRASPING TONGUE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 6 | 2 | Assault 1, Precision Shots |- |}<br style="clear: both; height: 0px;" /> ====IMPALE CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 8 | 4 | Assault 2, Homing, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight. ====RUPTURE CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 48" | 10 | 4 | Assault 2 |- |}<br style="clear: both; height: 0px;" /> ====SHOCK CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 5 | 5 | Assault 1, Blast, Haywire |- |}<br style="clear: both; height: 0px;" /> ====SPIKE RIFLE==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 3 | 5 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ====SPINEFIST WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Spinefist | 12" | 3 | 5 | Assault X, Punch Gun, Twin-Linked |- | Heavy Spinefist | 12" | 5 | 5 | Assault X, Punch Gun, Twin-Linked |- |}<br style="clear: both; height: 0px;" /> ::'''Punch Gun:''' Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots. ====STINGER SALVO==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 5 | 4 | Assault 4 |- |}<br style="clear: both; height: 0px;" /> ====STRANGLER WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" |- ! ! Range ! S ! AP ! Type |- | Strangleweb | Template | 2 | 6 | Assault 1, Pinning, Shred |- | Barbed Strangler | 36" | 4 | 5 | Assault 1, Shred, Large Blast, Pinning |- | Stranglethorn Cannon | 36" | 6 | 4 | Assault 1, Shred, Large Blast, Pinning |- |}<br style="clear: both; height: 0px;" /> ====TENTACLIDS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 36" | 5 | 5 | Assault 1, Haywire, Seeking, One Use Only |- |}<br style="clear: both; height: 0px;" /> ::'''Seeking:''' This weapon counts as having the Twin-linked special rule when targeted at a Zooming Flyer or a Swooping Flying Monstrous Creature. ====VENOM CANNON WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Venom Cannon (single shot) | 36" | 7 | 4 | Assault 1, Blast |- | Venom Cannon (salvo) | 36" | 7 | 4 | Assault 2 |- | Heavy Venom Cannon (single shot) | 36" | 9 | 3 | Assault 1, Blast |- | Heavy Venom Cannon (salvo) | 36" | 9 | 3 | Assault 2 |- |}<br style="clear: both; height: 0px;" /> ====SPORE MINE WEAPONS==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Spore Mine Cyst | - | X* | X* | Assault 1, Barrage, Spore Burst, Spore Bomb |- |- | Spore Mine Launcher | 48" | X* | X* | Assault 1, Barrage, Spore Burst |- |}<br style="clear: both; height: 0px;" /> ::'''Spore Bomb:''' Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above. ::'''Spore Burst:''' If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place a Spore Mine Brood with D3*the number of Biovores in the firing unit models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game. ::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! S ! AP ! Additional rules |- | Frag Mine | 4 | 4 | Large Blast, Frag Bombardment |- | Toxin Mines | 1 | 3 | Assault 1, Blast, Poisoned (3+) |- | Char Mines | 7 | 3 | Assault 1, Large Blast, Aerial Minefield, Melta* |- |}<br style="clear: both; height: 0px;" /> ::'''Frag Bombardment:''' Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it's Initiative for charging through Difficult terrain. ::'''Aerial Minefield''' Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models. ::<nowiki>*</nowiki> Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole. ===BIOMORPHS=== ====ACID BLOOD==== For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule. ====ACID MAW==== In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 5 | 2 | Melee |- |}<br style="clear: both; height: 0px;" /> ====ADAMANTINE TUSKS==== A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus. ====ADRENAL GLANDS==== A model with this biomorph has the Fleet and Furious Charge special rules. ====AMPHIBIOUS ADAPTIONS==== A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule. ====ANTIDOTE GLANDS==== Models with this upgrade have the '''Feel No Pain (4+)''' special rule against any attacks with the '''Poisoned''' special rule, no matter what version of the special rule the attack has. ====BLINDING VENOM==== In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 3 | - | Melee, Poisoned 6+, Blind |- |}<br style="clear: both; height: 0px;" /> ====DOPAMINE INJECTOR==== A model with this biomorph has the Feel No Pain special rule. ====ENHANCED LEG MUSCLES==== A unit consisting entirely of models armed with this upgrade has the Crusader special rule. ====FEEDER TENDRILS==== A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule. ====FLESH HOOKS==== Models equipped with this biomorph has Move Through Cover special rule, don't suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | User | - | Assault 2 |- |}<br style="clear: both; height: 0px;" /> ====FEEDING FRENZY TRIGGER==== A model with this upgrade has the Rampage special rule. ====IMPLANT ATTACK==== If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound. ====ECHOLOCATION==== A model with this upgrade has the Interceptor special rule. ====PSYCHIC BIO-CRYSTALS==== A model with this upgrade has the Adamantium Will special Rule. ====REGENERATION==== Roll a D6 for each wound a model with this Biomorph is missing at the end of each of your turns. On a 6+ this model immediately regains a single wound lost earlier in the battle. ====SERRATED BLADES==== If a model has this biomorph, its close combat attacks have the Shred special rule. ====SNAKE BODY==== A model with this upgrade gains the Deep Strike and Stealth special rules. ====SPINE BANKS==== Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase. ====SPRING COIL MUSCULATURE==== If all models in the bearer's unit is armed with spring coil musculature the bearer gains the Hit & Run special rule. ====CARAPACE CHITIN-RAMS==== A model with this upgrade deals one extra Hammer of Wrath attack, it's Hammer of Wrath attacks are AP2 and have the Armourbane and Shred specal rules. ====FOUR-DIMENSIONAL THOUGHT PATTERNS==== At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule until the end of the Shooting phase. ====TOXIC MIASMA==== Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules. ====TOXIN SACS==== If a model has this biomorph, its close combat attacks have the Poisoned special rule. ====WIDE-SPECTRUM RETINAS==== A model with this upgrade has the Night Vision and Acute Senses special rules. ====WINGS==== If a Monstrous Creature has this biomorph, its unit type is changed to Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type. ====TAIL BIOMORPHS==== A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules. :{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Bone mace | - | 8 | - | Melee, Unwieldy |- | Prehensile princer | - | 6 | 5 | Melee |- | Thresher scythe | - | 4 | 4 | Melee, Rending |- | Toxin spike | - | 1 | 6 | Melee, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" /> ===BIOLOGICAL RELICS=== ====THE MAW-CLAWS OF THYRAX==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 4 | Melee, Assimilate, Hardened Diamantine Tips |- |}<br style="clear: both; height: 0px;" /> ::'''Assimilate:''' If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty. ::'''Hardened Diamantine Tips:''' Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6. ====THE NORN CROWN==== A model with the Norn Crown adds 6" to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model's invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save. ====THE MIASMA CANNON==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Miasmic Split | 36" | 1 | 4 | Assault 1, Large Blast, Poisoned (2+) |- | Miasmic Spray | Template | 1 | 4 | Assault 1, Torrent, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" /> ====THE YMGARL FACTOR==== At the start of it's movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it's next movement phase. The same form cannot be chosen in two consecutive turns. :: - '''Slashing Claws:''' The model has +D3 Strength. :: - '''Tentacled Limbs:''' The model has +D3 Attack. :: - '''Muscle Carapace:''' The model has +D3-1 Toughnes. ====THE REAPER OF OBLITERAX==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +2 | 2 | Melee, Life Drain*, Parry*, Constrict* |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules.
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