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Codex - Tyranids: Hungry Swarmhost Edition
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===Ranged Biomorphs=== *'''Acid Spray''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 6 | 4 | Assault 1, Torrent, Dissolve |- |}<br style="clear: both; height: 0px;" /> ::'''Dissolve:''' Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game. *'''Bio-electric Pulse 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, Maw Cannon |}<br style="clear: both; height: 0px;" /> ::'''Maw Cannon:''' Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at the weapons normal Strength and AP, resolved at Initiative step 1. *'''Bio-Plasmic Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Single Shot | 36" | 7 | 2 | Assault 1, Large Blast |- | Barrage | 36" | 7 | 2 | Assault 3, Blast |- | Fusillade | 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, Thorax, Fleshbane |- | Electroshock grubs | Template | 5 | 5 | Assault 1, Thorax, Haywire |- | Shreddershard Beetles | Template | 3 | - | Assault 1, Thorax, Rending, Shred |- | Bloodseeker Flies | Template | 1 | - | Assault 1, Thorax, Blind |- | Mindflayer Worms | Template | 4 | - | Assault 1, Thorax, Neural Agony |- |}<br style="clear: both; height: 0px;" /> ::'''Thorax''': Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase. *'''Flamespurt Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" | Flamespurt Cannon ! Range ! S ! AP ! Type |- | -Moving | Template | 5 | 4 | Assault 1, Spurt |- | -Stationary | Template | 5 | 4 | Heavy 1, Torrent |}<br style="clear: both; height: 0px;" /> ::'''Spurt''': In close combat models equipped with weapons with this special rule may exchange all of it's attacks to deal D3 automatic hits at the weapons strength and AP, resolved at double the model's Initiative step. These hits counts as flame weapons. *'''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 3, Ignores Cover, Precision Shots |- |}<br style="clear: both; height: 0px;" /> *'''Impaler Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 8 | 3 | 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 | 2 | Assault 2, Chain Reaction |- |}<br style="clear: both; height: 0px;" /> ::'''Chain Reaction:''' If both shots from the Rupture Cannon hit, those hits gain AP1 and the Armourbane special rule. *'''Shock Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 5 | 5 | Assault 1, Blast, Homing, Haywire |- |}<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. *'''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 Weapon''' ::{| 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, Pinning, Seeking, Independent Missiles, One use only |- |}<br style="clear: both; height: 0px;" /> ::'''Seeking:''' If a model makes a shooting attack with a weapon with this special rule against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon. ::'''Independent Missiles:''' Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase and any number of them may be fired in addition to other weapons. *'''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 |- | Bio-Plasmic Spore Launcer | 24-240" | 9 | 2 | Ordnance 1, Barrage, Large Blast |- |}<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 D3 Spore Mine 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+) |- | Acid Mines | 6 | 3 | Assault 1, Blast, Armourbane, Direct Hit |- | 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. ::'''Direct Hit:''' Acid Mines hit only the model directly under the blast's central hole. If the blast hits enemy models but the central hole not, count it as a miss and place an Acid Spore Cluster as described per Spore Burst rule. ::'''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.
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