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Codex - Tyranids: /tg/ edition
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====Special Rules==== ::'''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 S5 AP4, resolved at double the model's Initiative step. These hits counts as flame weapons. ::'''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. ::'''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. ::'''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 S7 AP2, resolved at Initiative step 1. ::'''Dissolve:''' Enemy models suffer -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. ::'''*Punch Guns''' get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots. [[Category:Warhammer Homebrew]] [[Category:Tyranid]]
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