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===Upgrade Biomorphs=== *'''Acid Blood:''' If a model with this Biomorph suffers one or more unsaved wound(s) in close combat, the unit that scored the wound(s) must make an initiative test at the end of the current initiative step. If the test is failed, the unit immediately takes a S 5, AP 2 hit with the Ignores Cover special rule per Wound lost. *'''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 Biomorph gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, its 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 Adaptations:''' A model with this Biomorph counts water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule. *'''Antidote Glands:''' A unit that has at least half of its models (round up) equipped with this Biomorph that suffers hits from Poisoned weapons counts the Poisoned special rule of those weapons as two steps worse than stated, to a minimum of 6+ eg: a Poisoned (3+) weapon becomes Poisoned (5+), but Poisoned (6+) is unaffected. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper. *'''Burrowing Limbs:''' Units composed entirely with models with this upgrade may Deep Strike within 12" from a friendly Trygon, Trygon Prime, or Mawloc tunnel or within 6" from a Ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally. *'''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;" /> *'''Carbonized Claws:''' A model with this Biomorph counts its close combat attacks as having the Sunder special rule. *'''Dopamine Injectors:''' A model with this Biomorph has the Feel No Pain (5+) special rule. *'''Enhanced Leg Muscles:''' A model with this Biomorph has the Crusader special rule. *'''Feeder Tendrils:''' A model with this Biomorph gains 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 have the Move Through Cover special rule, don't suffer a 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 Biomorph has the Rampage special rule. *'''Hive Mind Direct Link:''' A model with this Biomorph has the Eternal Warrior special rule. *'''Implant Attack:''' A model with this Biomorph counts its close combat attacks as having the Instant Death special rule on a to-wound roll of 6. *'''Implanted Mechanism Disruption Instincts:''' A model with this Biomorph has the Tank Hunters special rule. *'''Implanted Organism Killing Instincts:''' A model with this Biomorph has the Monster Hunters special rule. *'''Increased Muscle Density:''' When a model with this Biomorph performs a Smash attack, it halves the number of its attacks, instead of reducing them to one. *'''Insula Glands:''' A model with Insula glands gains the Hatred special rule. *'''Nonepinephrine Infusion:''' A model with this Biomorph gains the Rage special rule. *'''Pressure Detection Sensors:''' A model with this Biomorph has the Interceptor special rule. *'''Psychic Deflection Bio-Crystals:''' A model with this Biomorph has the Adamantium Will special Rule. *'''Regeneration:''' At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle. *'''Reflexive Optimization:''' A model with this Biomorph gains the counter-attack special rule. *'''Serrated Blades:''' A model with this Biomorph counts its close combat attacks as having the Shred special rule. *'''Snake Body:''' A model with this upgrade changes its type to Beast and has the Deep Strike special rule. *'''Spine Banks:''' A model with this Biomorph counts as having assault grenades as described in Warhammer 40 000 rulebook, with the addition of each model in a unit being able to fire them in their shooting phase. *'''Spring Coil Musculature:''' A model with this Biomorph has the Hit And Run special rule. *'''Stonecrusher Ramshield:''' A model with this Biomorph deals one extra Hammer of Wrath attack, its Hammer of Wrath attacks are AP 3, and all shooting attacks against it suffer -1 penalty to Strength. *'''Three-Dimensional Thought Patterns:''' At the beginning of each Shooting phase, a model with this Biomorph may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that 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. *'''Warp Shield Projector:''' A model with this Biomorph has a 5+ invulnerable save while within Synapse range, if it already has an invulnerable save, then that save is improved by one step. *'''Wide-Spectrum Retinas:''' A model with this Biomorph has the Night Vision and Acute Senses special rules. *'''Wings:''' If a Monstrous Creature has this Biomorph, its unit type is 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 modelโs 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 Pincer | - | 6 | 5 | Melee |- | Thresher Scythe | - | 4 | 4 | Melee, Rending |- | Toxin Spike | - | 1 | 6 | Melee, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" />
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