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== Units == === HQ === ====Hive Tyrant==== 165 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hive Tyrant | 8 | 4 | 6 | 6 | 4 | 5 | 4 | 10 | 3+ | Monstrous Creature (C) | 1 Hive Tyrant |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of scything talons '''Special Rules:''' *'''Psyker (Mastery Level 2)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''Upgrades:''' *'''Hive Commander:''' For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule. *'''Indescribable Horror:''' Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll. *'''Old Adversary:''' This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat. *'''Lord of the Skies:''' If your army includes Hive Tyrant with Wings upgrade, Gargoyles, Simurghs, Shrikes, and Sky-Slashers can be taken as Troops choices. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20*/W:20/I:15/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''', '''Melee Bio-weapons''', '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Biomorphs''' lists. * May take any of the following upgrades: ::- Indescribable Horror ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Old Adversary ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Hive Commander ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * May take any of the following: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Bio-Plasma ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Hive mind direct link ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 30 pts. ::- Wings and Lord of the Skies special rule ยทยทยทยทยทยท 35 pts. *Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte or a Malefactor as a Dedicated Transport, if they don't purchase Wings biomorph. ====Tyrant Guard Brood==== ''You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.''<br> 45 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyrant Guard | 5 | 3 | 5 | 6 | 2 | 4 | 2 | 7 | 3+ | Infantry | 1 Tyrant Guard |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending claws *Scything talons '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Blind Fighting:''' If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant's Weapon Skill and Ballistic Skill rather than their own. *'''Blind Rampage:''' If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle. *'''Shieldwall:''' A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls. '''Upgrades:''' *'''Wings:''' Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings are may not take armoured shell mutation '''Options:''' *Mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-) ::<nowiki>*</nowiki>cannot be taken on a model with wings biomorph. *May include up to 4 additional Tyrant Guard - 45 pts./model *Any model may take items from the '''Melee Bio-weapons''' and '''Biomorphs''' list. * Entire brood may take one of the following: ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts./model ====Alpha Warrior Brood==== ''You may include one Alpha Warrior Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot. Before the battle, immediately after determining Warlord Traits, any Alpha Warrior in the brood may be split from this unit and assigned to lead any Codex:Tyranid unit that does not include Monstrous Creatures. They cannot leave this unit. Any Alpha Warrior attached in this way add (Character) to its type. Only one Alpha Warrior can join unit in this manner. Any models that do not do this remain part of the brood.''<br> 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Alpha Warrior | 6 | 4 | 4 | 4 | 3 | 5 | 4 | 10 | 4+ | Infantry | 1 Alpha Warrior |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psyker (Mastery Level 1)''' '''Options:''' *Mutations: (WS:3/BS:6/S:5/T:10/W:10/I:5/A:4/Ld:-/Sv:15/Psy:25/Syn:15) *May include up to 6 additional Alpha Warriors - 40 pts./model *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''', '''Basic Bio-Cannons''', and '''Biomorphs''' lists. * Any model in a brood may take one of the following: ::- 3+ armor save ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Snake body ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free * Any model in a brood may take Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts ====Trygon Prime==== 200 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Trygon Prime | 6 | 4 | 6 | 6 | 6 | 5 | 5 | 10 | 3+ | Monstrous Creature (C) | 1 Trygon Prime |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Bio-electric pulse with containment spines *Two pairs of scything talons. '''Special rules:''' *'''Deep Strike''' *'''Fleet''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Serpent Lord:''' If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices. *'''Subterranean Assault:''' If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. :After the Trygon (or Trygon Prime) has emerged, mark the position under the creatureโs base with a suitable marker โ this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygonโs tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn. :If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygonโs tunnel, but may shoot or Run. *"Burrow": A Trygon Prime can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. The Trygon Prime cannot Deep Strike and Burrow in the same turn. '''Upgrades:''' *'''Lurker:''' Trygon Prime with this upgrade automatically enters from Reserve on the first turn. *'''Prepared Tunnel Network:''' Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade. Options: *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-) *May take items from the '''Biomorphs''', '''Thorax Biomorphs''' and '''Apex Biomorphs''' lists. *May replace one set of scything talons with crushing claws - 30 pts * May take any of the following upgrades: ::- Prepared Tunnel Network ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts ::- Lurker ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts ::- Psyker (Mastery Level 1) ..................................... 40 pts * May take one of the following: ::- Heavy spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Spine banks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. *May take one of the following tail biomorphs: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Toxinspike ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ====Tervigon==== ''For each Termagant brood that includes at least 30 models in your army you may take one Tervigon as a Troops choice. An army cannot include more than three Tervigons. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers, Simurgh, or Spawn Sky-Slashers brood respectively.''<br> 195 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tervigon | 3 | 3 | 5 | 6 | 6 | 2 | 3 | 10 | 3+ | Monstrous Creature (C) | 1 Tervigon |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Stinger salvo *Scything talons '''Special Rules:''' *'''Psyker (Mastery Level 1)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Brood Progenitor:''' All Termagant Broods spawned by the Tervigon within Tervigon's synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks). *'''Spawner:''' At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 โ this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded. :The spawned unit can move during the Movement phase in which it is spawned, it can charge this turn, and it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options. :If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae โ the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game. *'''Synaptic Backlash:''' If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play. '''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. 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. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35) *May take items from the '''Biomorphs'''*, '''Thorax Biomorphs''' and '''Apex Biomorphs''' lists. :<nowiki>*</nowiki> Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks). *May take one of the following upgrades: ::- Spawn Hormagaunts ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท Free ::- Spawn Gargoyles ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 40 pts. ::- Spawn Simurghs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 40 pts. ::- Spawn Rippers ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 40 pts. ::- Spawn Sky-Slashers ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 60 pts. * May replace stinger salvo with cluster spines ยทยทยทยทยทยทยทยทยท 5 pts. * May replace scything talons with crushing claws ยทยท 15 pts. * May take wings if it has taken the spawn Gargoyles, Simurghs, or Sky-Slasher upgrade .. 20 points, however it may only glide; it may never swoop. *May take a Tyrannocyte as a Dedicated Transport. ====Tyranid Prime==== 55 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyranid Prime | 6 | 4 | 5 | 5 | 3 | 5 | 4 | 10 | 4+ | Infantry (C) | 1 Tyranid Prime |- | Tyranid Prime Apex Strain | 7 | 4 | 5 | 5 | 4 | 6 | 5 | 10 | 3+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Independent Character''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psyker (Mastery Level 1)''' *'''Psyker (Mastery Level 2)''' (Apex Strain only) '''Upgrades:''' *'''Brood Leader:''' A Tyranid Prime may join a unit of Monstrous Creatures or even a single Monstrous Creature. During the Psychic phase a Tyranid Prime may spend one Warp Charge from the pool to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn't need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes. '''Options:''' *Mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:25/Syn:20) * May take items from the '''Basic Bio-weapons''', '''Basic Bio-cannons''', '''Melee Bio-weapons''' and '''Biomorphs''' list. * May take the Brood Leader upgrade ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. * May be upgraded to Tyranid Prime Apex Strain ยทยทยท 30 pts. * May take four per HQ slot. * Must take one of the following: ::- +1 to armor save ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Wings ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Snake body ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free * May take Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. ====Genestealer Patriarch==== 105 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Genestealer Patriarch | 8 | 2 | 6 | 5 | 3 | 8 | 5 | 10 | 4+ | Infantry (C) | 1 Genestealer Patriarch |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs: Patriarch's Claws''' '''Special Rules:''' *'''Independent Character''' *'''Bulky''' *'''Psyker (Mastery Level 1)''' *'''Know No Honor''' *'''Fleet''' *'''Infiltrate''' *'''Move Through Cover''' *'''Fear''' *'''Fearless''' *'''Hyper-Reflexes''' Genestealers have a 5++ invulnerable save *'''Brood Master''' Friendly Genestealer units within 12" of a Genestealer Patriarch have the Fearless special rule. '''Upgrades:''' *'''Death From the Shadows:''' The Genestealer brood or Patriarch with this upgrade may assault the same turn it Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha. '''Options:''' ::- Mutations: (WS:5/BS:5/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) * A patriarch may take the Death from the Shadows Upgrade - 15 pts * May take two per HQ slot * May take one of the following: ::- Scything talons ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Rending claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. *A Patriarch may take items from the '''Biomorphs''' and Apex Biomorphs lists. *A Patriarch may take any of the following: ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts ::- Implant attack ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts ====Ymgarl Genestealer Patriarch==== 140 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ymgarl Genestealer Patriarch | 8 | 2 | 6 | 5 | 3 | 8 | 5 | 10 | 3+ | Infantry (C) | 1 Ymgarl Genestealer Patriarch |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs: Patriarch's Claws''' '''Special Rules:''' *'''Independent Character:''' *'''Bulky''' *'''Psyker (Mastery Level 2)''' *'''Know No Honor''' *'''Fleet''' *'''Infiltrate''' *'''Move Through Cover''' *'''Stealth''' *'''Hyper-Reflexes''' Ymgarl Genestealers have a 5++ invulnerable save *'''Brood Master''' Friendly Genestealer units within 12" of a Genestealer Patriarch have the Fearless special rule. *'''Alter Form:''' At the start of it's movement phase, a Ymgarl Patriarch 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 Ymgarl Genestealer Patriarch has +1 Strength. ::*'''Tentacled Limbs:''' The Ymgarl Genestealer Patriarch has +1 Attack. ::*'''Muscle Carapace:''' The Ymgarl Genestealer Patriarch has +1 Toughness. *'''Highly Compatible:''' If given the Ymgarl Factor Apex Biomorph, a Ymgarl Genestealer Patriarch may choose the result of the d3 die roll for its alter form. *'''Leftover:''' Destroying Ymgarl Genestealer Patriarchs does not grant any Victory Points, and does not count as First Blood. The Ymgarl Genestealer Patriarch may only join Ymgarl Genestealer broods or models with the Ymgarl factor apex biomorph. The Ymgarl Genestealer Patriarch may only be your warlord if no other kind of Tyranid HQ model is present in the detachment. *'''Master of Mutation:''' In detachments with a Ymgarl Genestealer Patriarch Ymgarl Genestealers may be selected as a troop choice. '''Options:''' ::- Mutations: (WS:5/BS:5/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) * May take two per HQ slot * May take one of the following: ::- Scything talons ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Rending claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. *A Ymgarl Patriarch may take items from the '''Biomorphs''' and '''Apex Biomorphs''' lists. *A Ymgarl Patriarch may take any of the following: ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts ::- Implant attack ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts ====The Parasite of Mortrex==== 80 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | The Parasite of Mortex | 5 | 3 | 6 | 4 | 3 | 6 | 4 | 10 | 3+ | Jump Infantry (C) | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of rending claws *Implant attack '''Special Rules:''' *'''Hit and Run''' *'''Independent Character''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Host Organism:''' Rippers count The Parasite of Mortex as having 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 a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6โ of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1โ or because you have run out of models are lost. *'''The Sarge is Acting Strangely:''' Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6" of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6" of one of the access points. Any bases that cannot be placed because of enemies within 1", impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point. '''Upgrade:''' *Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules. '''Options:''' *Mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20) *May take items from the '''Biomorphs''' lists. * May take flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. * May take the Implant Sky-Slashers upgrade ยทยทยทยทยทยทยทยท 35 pts. ====Old One Eye==== ''Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.''<br> 160 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Old One Eye | 4 | 4 | 10 | 6 | 4 | 2 | 4 | 10 | 3+ | Monstrous Creature | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Apex Biomorphs:''' *'''Metal crushing Carapace:''' Old One Eye increases the result needed for an attack to wound it by one step, with any weapon brought above 6+ being unable to harm it (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). Weapons that have the Instant Death special rule lose that rule when attacking and instead cause D3 wounds. If Old One Eye has the Tusks biomorphs, those instead increase the number of Hammer of Wrath hits it inflicts to D3+1 hits. '''Biomorphs:''' *Crushing Claws *Scything Talons *Spine banks *Thresher scythe '''Special rules:''' *'''It Will not Die''' *'''Rage''' *'''Instinctive Behaviour (Feed)''' *'''Living Battering Ram:''' see the Carnifex entry. *'''Alpha Leader:''' Friendly Tyranid models within 12" of Old One Eye may use its Leadership value in place of their own for all purposes, unless their own Leadership is better. Additionally, Old One Eye may join a Carnifex Brood of less than three Carnifexes exactly as if it were an Independent Character, which uses it's Leadership, Weapon Skill, and Ballistic Skill unless theirs is better for any reason. *'''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 5+ cover), and continue to roll for Regeneration and it will not die as if were still alive. If a wound is recovered, Old One Eye returns to play. *'''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 IWND or Regeneration. '''Options:''' *Mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:-/Sv:25/Psy:-/Syn:-) *May take items from the '''Biomorphs''' lists. *May take Bio-plasma ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *May replace a pair of scythe talons with stonecrusher ramshield - 35 pts. *May replace a pair of crushing claws with crushing claw and wrecking ball - 15 pts. *May take a Tyrannocyte or Malefactor as a Dedicated Transport. ====Deathleaper==== 175 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Deathleaper | 9 | 5 | 6 | 4 | 3 | 8 | 5 | 10 | 5+ | Infantry (C) | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Flesh hooks *Implant attack '''Apex Biomorphs:''' *'''Sinister Talons:''' ::Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 3 | Melee, Diamantine Tips*, Slashing Attacks*, Shred, Sunder |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> Each set of Sinister Talons count as both a pair of patriarch's claws and a pair of scything talons for the purpose of these rules, allowing the Deathleaper to reroll all failed to hit rolls in assault and allowing rending to trigger on a 5+ to wound or a 5+ to penetrate. '''Special Rules:''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Know No Honor''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Shrouded''' *'''Stealth''' *'''Very Bulky''' *'''Precision Strikes''' All attacks; whether shooting or melee; made by the Deathleaper are considered precision strikes. *'''Chameleonic Skin:''' See Lictor entry. *'''Pheromone Trail:''' See Lictor entry. *'''Ambush!:''' Deathleaper counts as having Ambush! upgrade. See Lictors entry for details. *'''"Deathleap":''' Deathleaper do not roll for Charge range - instead its Charge range is always 12" unless improved. The deathleaper similarly does not roll for running, it always runs 6 inches and may shoot and charge after running. If onlsaught is cast upon it and/or if subject to the Swarmlord's speed synapse, the Deathleaper may run twice. If it is subject to both, it may also make an additional normal move action. *'''"Itโs after me!":''' Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that modelโs Leadership is reduced by the result. *'''"It's too fast!":''' The Deathleaper has a 3++ invulnerable save in melee and a 4++ 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 will roll 1d6 and add it to their weapon skill rating, if Deathleaper loses, nothing happens. If Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn. *'''"There is no escape":''' Challenges made by the Deathleaper may never be refused as it singles out a target and isolates them from the rest of their unit. Glorious interventions are not allowed either. *'''"Where is it?":''' Enemy models can only fire Snap Shots when targeting Deathleaper. In assault, rolls made to hit the deathleaper are worsened by one, or by two against enemies the deathleaper has preferred enemy against. When the Deathleaper has preferred enemy against an enemy model, its to hit roll improves by one (3+ to hit becomes 2+). Models may not fire overwatch against the deathleaper. *'''"Where are my guards?":''' Look Out Sir! rolls may not be made against attacks from Deathleaper. '''Warlord Trait''': Mind Eater '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-) *May take items from the '''Biomorphs''' list. *May be upgraded into a synapse creature for 15 points. === Troops === ====Tyranid Warrior Brood==== 66 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyranid Warrior | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 4+ | Infantry | 3 Tyranid Warriors |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psyker:''' A Warrior Brood upgraded to Brotherhood of Psykers may generate its powers from the Hive Mind's Control discipline. '''Options:''' *Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *May include up to six additional Tyranid Warriors - 22 pts./model *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *For very three Tyranid Warriors in the brood, one may take items from the '''Basic Bio-cannons''' list. *All models in the brood may take Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/model *The unit may take the Brotherhood of Psykers (Mastery level 1) special rule for 35 pts. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it numbers six or fewer models. ====Genestealer Brood==== 70 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Genestealer | 6 | 2 | 4 | 4 | 1 | 6 | 3 | 10 | 5+ | Infantry | 5 Genestealers |- | Broodlord | 7 | 2 | 5 | 5 | 2 | 7 | 4 | 10 | 4+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending Claws '''Special Rules:''' *'''Bulky''' (Broodlord only) *'''Psyker (Mastery Level 1)''' (Broodlord only) *'''Know No Honor''' (Broodlord only) *'''Fleet''' *'''Infiltrate''' *'''Move Through Cover''' *'''Stealth''' *'''Hyper-Reflexes''' Genestealers have a 5++ invulnerable save '''Upgrades:''' *'''Death From the Shadows:''' The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha. '''Psyker:''' A Broodlord always knows '''The Horror''' psychic power. '''Options:''' *Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-) ::- Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) *May include up to fifteen additional Genestealers - 14 pts/model * Entire unit may take Death from the Shadows upgrade - 5 pts./model * Any model in a brood may take one of the following: ::- Scything talons ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Rending claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. * All Genestealers in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./model *May add a Broodlord - 50 pts *A Broodlord may take items from the '''Biomorphs''' list. *A Broodlord may take any of the following: ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts ::- Implant attack ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts ====Termagant Brood==== 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Termagant | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ | Infantry | 10 Termagants |- | Termagant Alpha | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | 6 | Infantry | |- |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Fleshborer '''Special Rules:''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' '''Options:''' *Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *May include up to forty additional Termagants - 4 pts/model *For every ten Termagants, one may replace its fleshborer with a strangleweb - 5 pts./model *Any model may replace its fleshborer with one of the following: ::- Spinefists ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Spike rifle ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Devourer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./model * All Termagants in the brood may take any of the following biomorphs: ::- Pressure detection sensors ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pt./model ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model * One in every ten Termagants in the Brood may be upgraded to a Termagant Alpha for six points, the brood uses the Termagant Alpha's leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all termagant alphas in the brood are slain. *The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models or a Malefactor if it has thirty or fewer models. ====Hormagaunt Brood==== 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hormagaunt | 3 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | 6+ | Infantry | 10 Hormagaunts |- | Hormagaunt Alpha | 4 | 4 | 3 | 3 | 1 | 6 | 3 | 8 | 6+ | Infantry | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Move Through Cover''' *'''Bounding Leap:''' Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3"). '''Options:''' *Mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *May include up to forty additional Hormagaunts - 4 pts/model * All Hormagaunts in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pt./model ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pt./model ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model * One in every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for six points, the brood uses the Hormagaunt Alpha's leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Hormagaunt alphas in the brood are slain. *The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models or a Malefactor if it has 30 or fewer models. ====Ripper Swarm Brood==== 39 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ripper Swarm | 2 | 2 | 3 | 3 | 3 | 2 | 4 | 5 | 6+ | Infantry | 3 Ripper Swarms |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Fearless''' *'''Swarms''' *'''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 Run move for all intents and purposes. *'''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: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 1 | - | Melee, Haywire, Jammed! |- |}<br style="clear: both; height: 0px;" /> ::'''Jammed!:''' When performing a surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on the model without the Surge special rule. '''Options:''' *Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-) *May include up to six additional Ripper Swarms - 13 pts/base *The unit may take spinefists ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/base * All Ripper Swarms in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./base ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./base ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./base ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 6 pts./base * The unit may take Deep Strike ................... 2 points/base ====Mucolid Spore Cluster==== 15 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Mucolid Spore Mine | - | - | 1 | 3 | 3 | 3 | - | 3 | - | Infantry | 1 Mucolid Spore Mine |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Deep Strike''' *'''Fearless''' *'''Shrouded''' *'''Massive Floating Bomb:''' Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4. *'''Skyblast:''' Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target modelโs side armour. '''Options:''' *May include up to two additional Mucolid Spore Mines - 15 pts./model *Mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) === Elites === ====Malanthrope==== 85 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Malanthrope | 3 | 3 | 5 | 5 | 4 | 5 | 3 | 10 | 3+ | Infantry | 1 Malanthrope |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *'''Toxic Miasma''' *'''Grasping Tail:''' At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope is enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn't issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties. *'''Regeneration''' '''Special Rules:''' *'''Fleet''' *'''Move Through Cover''' *'''Poisoned (2+)''' *'''Shadow in the Warp''' *'''Shrouded''' *'''Spore Cloud''' *'''Synapse Creature''' *'''Very Bulky''' *'''Prey Adaption:''' If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too. '''Options:''' *May include up to nine additional Malanthropes - 85 pts./model *Mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35) ====Hive Guard Brood==== 55 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hive Guard | 3 | 4 | 5 | 6 | 2 | 2 | 2 | 7 | 4+ | Infantry | 1 Hive Guard |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *'''Impaler Cannon''' '''Special Rules:''' *'''Instinctive Behaviour (Hunt)''' *'''Very Bulky''' *'''Synaptic Targeting Network:''' If the Hive Guard Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Hive Guard ranged weapon count as twin-linked. '''Options:''' *Mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-) *May include up to nine additional Hive Guard - 55 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may replace its impaler cannon with a shockcannon - free *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====Zoanthrope Brood==== 50 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Zoanthrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 10 | 5+ | Infantry | 1 Zoanthrope |- | Neurothrope | 3 | 4 | 4 | 4 | 2 | 3 | 1 | 10 | 5+ | Infantry |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Brotherhood of Psykers (Mastery level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psychic Brood:''' If a brood of Zoanthropes uses a power, it may be used as many times as there are Zoanthropes and Neurothropes in the brood. *'''Warp Field:''' Zoanthropes have a 3+ invulnerable save. '''Psyker:''' A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind's Wrath discipline. If it is upgraded to Mastery level 3, it must generate one additional power from the Hive Mind's Wrath discipline. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-) ::<nowiki>*</nowiki >The price is for entire brood, instead of per model as usual. *May include up to nine additional Zoanthropes - 50 pts./model **A brood of three or more may upgrade one model into a Neurothrope for 25 pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 24" that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail by. For each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player's pool that can only be rolled to either deny or to cast warp blast. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====Venomthrope Brood==== 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Venomthrope | 3 | 3 | 4 | 4 | 2 | 3 | 1 | 6 | 5+ | Infantry | 1 Venomthrope |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of lash whips *Toxic miasma '''Special Rules:''' *'''Instinctive Behaviour (Lurk)''' *'''Poisoned (2+)''' *'''Shrouded''' *'''Very Bulky''' *'''Spore Cloud:''' All friendly units from Codex: Tyranids that are within 6" of at least one Venomthrope have the Shrouded special rule. '''Upgrades:''' *'''Support Organism:''' If the Venomthrope is within synapse range or in reserves, it may join and leave Codex: Tyranid units like it is an Independent Character. The moment it leaves Synapse range it detaches from the unit it joined. Venomthrope cannot benefit from its synaptic bonus if it joins a unit, and instead benefit his unit's one if it has one. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-) *May include up to nine additional Venomthropes - 40 pts./model *A brood of one Venomthrope may take Support Organism upgrade - 45 pts. ====Lictor Brood==== 50 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Lictor | 6 | 3 | 6 | 4 | 3 | 6 | 3 | 10 | 5+ | Infantry | 1 Lictor |- | Lictor Alpha | 7 | 4 | 6 | 4 | 3 | 7 | 4 | 10 | 5+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending claws *Scything talons *Flesh hooks *Feeder tendrils '''Special Rules:''' *'''Deep Strike''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Stealth''' *'''Very Bulky''' *'''Precision Shots''' (on 5+s for Lictor Alphas) *'''Precision strikes''' (on 5+s for Lictor Alphas) *'''Know no Honor''' (Lictor Alpha Only) *'''Synapse (Lictor Alpha Only)''' *'''Chameleonic Skin:''' A Lictor does not scatter when arriving from Deep Strike Reserve. *'''"It's got my weapon!":''' When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by a Lictor in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players will roll 1d6 and add it to their weapon skill rating, if the Lictor loses, it will miss with all attacks in that phase. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn. *'''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. *'''Hyper-Reflexes:''' Lictors have a 5++ invulnerable save *'''"There is no Escape":''' (Lictor Alpha Only) Challenges made by a Lictor Alpha may never be refused as it singles out a target and isolates them from the rest of their unit. Glorious interventions are not allowed either. *'''"Where are my Guards":''' Look Out Sir! rolls may not be made against attacks from Lictors '''Upgrades:''' *'''Ambush!''' - The Lictor Brood with this upgrade may assault the same turn it Deep Strikes, Outflanks or Infiltrates, if it's not accompanied by an Independent Character or a Warrior Alpha, and did not shoot at their previous Shooting phase. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *Mutations (Lictor Alpha): (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:15) *May include up to nine additional Lictors - 50 pts./model *Any model may take items from the '''Biomorphs''' list. * Entire unit may take Ambush! upgrade ยทยทยทยทยท 20 pts./model * Entire unit may replace Stealth special rule with Shrouded special rule - 15 pts./model * One Model in the Brood may be upgraded into a Lictor Alpha for 25 points. <br> ====Pyrovore Brood==== 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Pyrovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ | Beasts | 1 Pyrovore |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Flamespurt cannon *Acid blood *Acid maw '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Fireproof:''' Strength of all flame weapons and weapons with the Melta or Soul Blaze special rules fired at Pyrovore Brood is halved (round down). *'''Volatile:''' If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6" of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each its model within that range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). I the Pyrovore Brood is within Synapse range, at the end of any Close Combat phase you may choose to detonate any number of models within it - resolve it exactly as they were slain with a wound that inflicted Instant Death. '''Options:''' *Mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-) *May include up to nine additional Pyrovores - 40 pts./model *Any model may take items from the '''Biomorphs''' list. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====Ymgarl Genestealer Brood==== 90 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ymgarl Genestealer | 6 | 2 | 4 | 4 | 1 | 6 | 3 | 10 | 4+ | Infantry | 5 Ymgarl Genestealers |- | Ymgarl Broodlord | 7 | 2 | 5 | 5 | 2 | 7 | 4 | 10 | 3+ | Infantry (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending Claws *Feeder tendrils '''Special Rules:''' *'''Bulky''' (Broodlord only) *'''Psyker (Mastery Level 1)''' (Ymgarl Broodlord only) *'''Know No Honor''' (Ymgarl Broodlord only) *'''Fleet''' *'''Move Through Cover''' *'''Infiltrate''' '''Death from the Shadows''' *'''Alter Form:''' At the start of it's 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 it's 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. *'''Leftover:''' Destroying Ymgarl Genestealer Brood do not grant any Victory Points, and do not count as First Blood. Independent Characters and Alpha Warriors cannot join Ymgarl Genestealer Brood. *'''Stealth:''' *'''Hyper-Reflexes:''' Ymgarl Genestealers have a 5++ invulnerable save '''Psyker:''' A Ymgarl Broodlord always knows '''The Horror''' psychic power. '''Options:''' *Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-) **Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) *May include up to ten additional Ymgarl Genestealers - 18 pts/model * Any model in a brood may take one of the following: ::- Scything talons ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts. ::- Rending claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. * All Ymgarl Genestealers in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./model *May add a Ymgarl Broodlord - 45 pts *A Ymgarl Broodlord may take items from the '''Biomorphs''' list. *A Ymgarl Broodlord may take any of the following: ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts ::- Implant attack ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts ====Maleceptor Brood==== 155 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Maleceptor | 3 | 3 | 6 | 6 | 6 | 3 | 3 | 10 | 3+ | Monstrous Creature | 1 Maleceptor |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Warp shield projector: The Maleceptor's warp shield provides a 4++ invulnerable save. '''Special rules:''' *'''Psyker (Mastery Level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''Psyker:''' A Maleceptor has the Psychic Overload and Psychic Void psychic powers and may choose a primaris from any of the disciplines allowed to the Tyranids. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids. *'''Psychic Overload''' ::Warp Charge 1 ::Psychic Overload is a '''witchfire''' power with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Burst | 24 | 1 | 2 | Assault 1, Ignores Cover, Large Blast, Brain Damage |- |}<br style="clear: both; height: 0px;" /> :*''Brain Damage:'' Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage. ::''A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.'' *'''Psychic Void''' ::Warp Charge 1 ::Psychic Void is a '''blessing''' that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor's Synapse Range, gain a +3 bonus on their tests. At the start of your opponent's Psychic phase any other friendly Synapse Creature within Maleceptor's synapse range may choose to expend one Warp Charge to spread Psychic Void's effect on its own synapse range. Options: *Mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20) *May include up to 2 additional Maleceptors - 180 pts./model *May take items from the '''Biomorphs''' lists. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it numbers only one model. ====Haruspex Brood==== 145 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Haruspex | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ | Monstrous Creature | 1 Haruspex |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Grasping tongue *Crushing claws *Acid blood '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Feeder-beast:''' If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle. *'''Fuel for Rampage:''' For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the and of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2" bonus to it's maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase 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. *'''Savage:''' In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it's normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don't cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Haruspex - 160 pts./model *May take items from the '''Biomorphs''' list. *May take a thresher scythe - 10 pts. *May take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====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 it's 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 it's 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. It's 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 artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts 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 armor 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"> Modeling 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> 170 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Crinis | 4 | 3 | 6 | 6 | 4 | 5 | 5 | 7 | 3+ | Monstrous Creature | 1 Crinis |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of lash whips *Flesh hooks *Feeder tendrils *Acid blood *Toxin sacs *Toxic miasma *Toxin spike '''Special Rules:''' *'''Fearless''' *'''Fleet''' *'''Bounding Leap''' *'''Instinctive Behaviour (Feed)''' *'''It Will Not Die''' *'''Precision Strikes ''' *'''Blinding Vapour:''' All enemy units in base contact with Crinis take one hit from a strength 3 close combat weapon with Blind special rule at Initiative step 10. *'''Ruinous Touch:''' Non-vehicle models that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour save at the end of Crinis Initiative step. Vehicles that have been hit by at least one Crinis close combat attack suffers -1 penalty to their armour value all around at the end of Crinis Initiative step. Both penalties affect the model till the end of the game, and are cumulative. :If any model rolls at least one natural 1 (after all re-rolls) in close combat, while trying to hit a Crinis, at the end of its Initiative phase that model must pass a Weapon Skill test. If the test is passed, nothing happens, but if it's failed, the close combat weapon with which this model attacked is destroyed and cannot be used till the end 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: (WS:10/BS:10/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May include up to four additional Crinis - 170 pts./model *Any model may take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists. *Any model may take one of the following: ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if is not taken in a brood of more than one. ====Cortex Leech Swarm Brood==== 69 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Cortex Leech Swarm | 4 | 3 | 3 | 3 | 3 | 2 | 4 | 10 | 6+ | Infantry | 3 Cortex Leech Swarms |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Fearless''' *'''Synapse''' *'''Swarms''' *'''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 Run move for all intents and purposes. *'''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: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 1 | - | Melee, Haywire, Jammed! |- |}<br style="clear: both; height: 0px;" /> ::'''Jammed!:''' When performing a surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on the model without the Surge special rule. *'''Cortex Command:''' When in assault, 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 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. '''Options:''' *Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:-/Sv:-/Psy:-/Syn:5) *May include up to six additional Cortex Leech Swarms - 23 pts/base *The unit may take spinefists ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/base * All Cortex Leech Swarms in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./base ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./base ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./base ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 6 pts./base * The unit may take Deep Strike ................... 2 points/base ====Synaptic Booster Spores==== 15 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Synaptic Booster Spores | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | 3 Synaptic Booster Spores |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Fearless''' *'''Living Bomb''': Synaptic Booster Spores are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat are not counted when determining assault results. *'''Synapse Booster''': If there is a model with the "Synapse Creature" rule within 96" of a Synaptic Booster Spores unit, models in the unit gain the "Synapse Creature" special rule. '''Options:''' *May include up to six additional Synaptic Booster Spores - 5 pts./model *Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:5) === Fast attack === ====Dimachaeron Brood==== 170 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dimachaeron | 8 | 3 | 6 | 6 | 6 | 6 | 5 | 10 | 3+ | Monstrous Creature (Leaper) | 1 Dimachaeron |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Sickle Claws *Grasping talons *Thorax Spine-Maw '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Monstrous Creature (Leaper)''' Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain. **'''Shooting Phase''' - If a Leaping Model Leaps during the Shooting phase, it can move up to 6" this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal. **'''Assault Phase''' - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule. '''Options:''' *Mutations: (WS:10/BS:-/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-) *May include up to 2 additional Dimacheron - 200 pts./model *The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport. ====Tyranid Shrike Brood==== 66 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyranid Shrike | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 5+ | Jump Infantry | 3 Tyranid Shrike |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Psyker:''' A Shrike Brood upgraded to Brotherhood of Psykers may generate its powers from the Hive Mind's Control discipline. '''Options:''' *Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *May include up to six additional Tyranid Shrikes - 22 pts./model *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *For every three Tyranid Shrikes in the brood, one may take items from the '''Basic Bio-cannons''' list. * All models in the brood may take Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/model *The unit may take the Brotherhood of Psykers (Mastery level 1) special rule for 35 pts. ====Ravener Brood==== 66 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ravener | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 6 | 5+ | Beasts | 3 Raveners |- | Ravener Alpha | 6 | 4 | 4 | 4 | 3 | 6 | 5 | 10 | 5+ | Beast (C) | |- | The Red Terror | 6 | 4 | 5 | 5 | 3 | 6 | 6 | 8 | 4+ | Beast (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of Scything talons *Prehensile pincer (Red Terror only) '''Special Rules:''' *'''Deep Strike''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Synapse''' Ravener Alpha and Red Terror Only *'''Precise Tunneling:''' If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules. *'''Know No Honor''' (Ravener Alpha and Red Terror only) *'''Swallow Whole:''' (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole. :If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally. *'''Burrow''': An unengaged Ravener unit can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. The unit cannot Deep Strike and Burrow in the same turn. *''' "They're all around us!" '''': If a Ravener Brood includes The Red Terror, it can Deep Strike onto an enemy unit. After rolling for scatter as normal, (if the Raveners scattered onto the unit, then follow this rule as well) if just one of the unit is still within 1" of the target unit, then place the Raveners all around the target unit. All subsequent attacks have the instant death special rule, and the target unit cannot Move, Run, Charge or Fall Back. In addition, the Raveners all gain Stealth and Shrouded for the next two turns. '''Options:''' *Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *Mutations (Ravener Alpha): (WS:5/BS:5/S:5/T:10/W:10/I:5/A:10/Ld:-/Sv:6/Psy:-/Syn:15) *Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:15) *May include up to six additional Raveners - 22 pts./model *Any model may take items from the '''Biomorphs''' list. *Any Ravener may exchange one pair of scything talons for rending claws - 3 pts./model *Any Ravener may take one of the following: ::- Spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Devourer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./model ::- Deathspitter ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts./model *One Ravener in the brood may be upgraded to a Ravener alpha for 15 points *One Ravener Brood in the army may add the Red Terror - 85 pts ====Gargoyle Brood==== 60 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Gargoyle | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ | Jump Infantry | 10 Gargoyles |- | Gargoyle Alpha | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 8 | 6+ | Jump Infantry | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Fleshborer *Blinding venom '''Special Rules:''' *'''Instinctive Behaviour (Hunt)''' '''Options:''' *Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *May include up to forty additional Gargoyles - 6 pts/model *For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts./model * All Gargoyles in the brood may take any of the following biomorphs: ::- Wide-spectrum retinas ยทยทยท 0.5 pts./model (round up) ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./mode * One in every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for six points, the brood uses the Gargoyle Alpha's leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Gargoyle Alphas in the brood are slain. ====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> 60 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Simurgh | 3 | 3 | 3 | 3 | 1 | 5 | 2 | 6 | 6+ | Jump Infantry | 10 Simurghs |- | Simurgh Alpha | 4 | 4 | 3 | 3 | 1 | 6 | 3 | 8 | 6+ | Jump Infantry | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything Talons *Blinding venom '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Move Through Cover''' *'''Bounding Leap''' Units entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3"), this represents the special biological microjets on Simurghs meant to drive them to greater speed. '''Options:''' *Mutations: (WS:1/BS:-/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *May include up to forty additional Simurghs - 6 pts/model * All Simurghs in the brood may take any of the following biomorphs: ::- Serrated Blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Carbonized Claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./mode * One in every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for six points, the brood uses the Simurgh Alpha's leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Simurgh Alphas in the brood are slain. ====Sky-Slasher Swarm Brood==== 54 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Sky-Slasher Swarm | 2 | 2 | 3 | 3 | 3 | 2 | 4 | 5 | 6+ | Jump Infantry | 3 Sky-Slasher Swarms |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Fearless''' *'''Swarms''' *'''Consume:''' During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes. *'''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: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 1 | - | Melee, Haywire, Jammed! |- |}<br style="clear: both; height: 0px;" /> ::'''Jammed!:''' When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule. '''Options:''' *Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-) *May include up to six additional Sky-Slasher Swarms - 18 pts/base *The unit may take spinefists ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/base *All Sky-Slasher Swarms in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./base ::- Carbonized claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./base ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./base ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts./base ====Laius Horror==== 180 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Laius Horror | 3 | 3 | 6 | 6 | 4 | 4 | 4 | 6 | 3+ | Monstrous Creature | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of scything talons '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Fearless''' *'''Fleet:''' *'''From The Inside:''' Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules. '''Options:''' *Mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists ====Harpy Brood==== 135 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Harpy | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ | Flying Monstrous Creature | 1 Harpy |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Twin-linked stranglethorn cannon *Scything talons *Spore mine cysts with frag mines and toxic mines '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' *'''Sonic Screech:''' When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase. *'''Skyfall:''' Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood). '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by Instinctive Behaviour. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Harpies - 130 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon - 5 pts. *Any model may upgrade it's spore mine cysts to launch acid mines - 5 pts. *Any model may take one of the following: ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *May take the '''Lone Hunter''' upgrade -25 pts. ====Hive Crone Brood==== 155 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hive Crone | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ | Flying Monstrous Creature | 1 Hive Crone |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Drool cannon *Four tentaclids *Scything talons '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Vector Dancer''' *'''Raking Strike:''' A Hive Croneโs Vector Strike is resolved at Strength 8. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by Instinctive Behaviour. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Hive Crone - 155 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may take up to four additional Tentacilids - 4 pts./each *Any model may take one of the following: ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *May take the '''Lone Hunter''' upgrade - 25 pts. ====Spore Mine Cluster==== 15 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Frag Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | 3 Frag Mines |- | Toxin Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- | Acid Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- | Char Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Deep Strike''' *'''Fearless''' *'''Drifting:''' Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal. *'''Floating Death:''' (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically: ::*'''Frag Mines:''' Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits). ::*'''Toxin Mines:''' Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits). ::*'''Acid Mines:''' Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models. :Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties. *'''Sky Bomb:''' (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target. *'''Living Bomb:''' Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''Options:''' *Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to six additional Frag Mines - 5 pts./model *May replace all Frag Mines in the cluster with: ::- Toxin mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Acid mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Char mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./model ====Meiotic Spore Brood==== 45 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Meiotic Spore | - | - | 1 | 3 | 1 | 1 | - | 1 | - | Infantry | 3 Meiotic Spores |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Fearless''' *'''Shrouded''' *'''Outriders of the Swarm:''' Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves. *'''Floating Brood Bomb:''' The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Difficult Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str7 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties. **'''Bomb''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | 7 | 4 | Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs |- |}<br style="clear: both; height: 0px;" /> ::'''Brood Bombs:''' If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1" away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play. *'''Living Bomb:''' Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''Options:''' *Mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to six additional Meiotic Spores - 15 pts./model === Heavy support === ====Carnifex Brood==== 110 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Carnifex | 3 | 3 | 9 | 6 | 4 | 1 | 3 | 10 | 3+ | Monstrous Creature | 1 Carnifex |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets of scything talons '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Living Battering Ram:''' When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1. '''Options:''' *Mutations: (WS:10/BS:15/S:5/T:20/W:15/I:10/A:20/Ld:-/Sv:25/Psy:-/Syn:-) *May include up to four additional Carnifexes - 85 pts/model *Any model may replace any pair of scything talons with any of the following: ::- Crushing claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts./model ::- Stonecrusher ramshield* ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 25 pts./model ::- Crushing claw and wrecking ball* ยทยทยทยทยทยทยท 30 pts./model :::<nowiki>*</nowiki> Only one of each allowed per model. *Any model may take items from the '''Monstrous Bio-cannons''' and '''Biomorphs''' lists. *Any model may take any of the following: ::- Spine banks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts./model ::- Bio-plasma ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts./model *Any model may take one of the following tail biomorphs: ::- Thresher scythe ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts/model ::- Bone mace ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts/model *The unit may take a Tyrannocyte as a Dedicated Transport if it has two or less models, or a Malefactor no matter its model count. ====Biovore Brood==== 40 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Biovore | 3 | 3 | 4 | 4 | 3 | 2 | 2 | 6 | 4+ | Infantry | 1 Biovore |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Spore Mine launcher with frag and toxin mines '''Special Rules:''' *'''Instinctive Behaviour (Hunt)''' *'''Very Bulky''' '''Options:''' *Mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-) *May include up to nine additional Biovores - 40 pts/model *Any model may upgrade it's spore mine launcher to launch acid mines - 5 pts. *Any model may upgrade it's spore mine launcher to launch char mines - 15 pts. *The unit may take a Tyrannocyte if it has four or fewer models or a Malefactor as a Dedicated Transport. ====Trygon Brood==== 175 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Trygon | 5 | 3 | 6 | 6 | 6 | 4 | 5 | 8 | 3+ | Monstrous Creature | 1 Trygon |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Bio-electric pulse *Two pairs of scything talons. '''Special rules:''' *'''Deep Strike''' *'''Fearless''' *'''Fleet''' *'''Instinctive Behaviour (Feed)''' *'''Subterranean Assault:''' If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. :After the Trygon (or Trygon Prime) has emerged, mark the position under the creatureโs base with a suitable marker โ this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygonโs tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn. :If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygonโs tunnel, but may shoot or Run. *:'''Burrow''' An unengaged Trygon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Trygon cannot Deep Strike and Burrow in the same turn. Options: *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-) *May include up to 2 additional Trygons - 175 pts./model *May take items from the '''Biomorphs''' and '''Thorax Biomorphs''' lists. *May replace one set of scything talons with crushing claws - 25 pts. *May take one of the following: ::- Heavy spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Spine banks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. *May take one of the following tail biomorphs: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Toxinspike ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ====Mawloc Brood==== 150 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Mawloc | 3 | 0 | 6 | 6 | 6 | 4 | 3 | 8 | 3+ | Monstrous Creature | 1 Mawloc |- |} <br style="clear: both; height: 0px;" /> '''Special rules:''' *'''Deep Strike''' *'''Fearless''' *'''Fleet''' *'''Crusader''' *'''Instinctive Behaviour (Feed)''' *'''Burrow:''' An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn. *'''Terror from the Deep:''' When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) โ roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour. :If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers "Delayed" result from the Deep Strike Mishap table. *'''Swallow Whole:''' Once a game, when the Mawloc attacks a unit in close combat, it can choose to trade all its attacks for a single "swallow whole" attack. If this is made on a unit without the Vehicle designation, the unit suffers a number of hits equal to the number of models in that unit. These attacks hit on a 2+ and have the Instant Death special rule. On vehicles, they suffer D3 S10 AP1 hits on their rear armour. Fliers must either make a Jink save or suffer 3 penetrating hits to their rear armour. Options *Mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-) *May take items from the '''Biomorphs''' list. *May include up to 2 additional Mawlocs - 150 pts./model *May take crushing claws ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. *May take one of the following tail biomorphs: ::- Prehensile pincer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Toxinspike ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ====Exocrine Brood==== 170 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Exocrine | 3 | 3 | 6 | 6 | 5 | 3 | 3 | 7 | 3+ | Monstrous Creature | 1 Exocrine |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Bio-plasmic cannon '''Special rules:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' *'''Symbiotic Targeting:''' If an Exocrine does not move in its Movement phase, it's ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule. Options: *Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-) *May take items from the '''Biomorphs''' list. *May include up to 2 additional Excorcines - 170 pts./model *May take the thresher scythe tail biomorph - 10 pts. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it have only one model. ====Tyrannofex Brood==== 160 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyrannofex | 3 | 3 | 6 | 6 | 6 | 2 | 3 | 8 | 2+ | Monstrous Creature | 1 Tyrannofex |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Acid spray *Stinger salvo '''Special rules:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' Options: *Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-) *May include up to 2 additional Tyranofexs - 175 pts./model *May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists. *May replace acid spray with one of the following: ::- Fleshborer hive ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts. ::- Rupture cannon ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 20 pts. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it have only one model. ====Toxicrene Brood==== 145 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Toxicrene | 3 | 3 | 5 | 6 | 5 | 3 | 6 | 8 | 4+ | Monstrous Creature | 1 Toxicrene |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Acid blood *Choking cloud *Two sets of lash whips *Toxic miasma '''Special rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Poisoned(2+)''' *'''Shrouded''' *'''Hypertoxic:''' Any hit, inflicted by Toxicrene, that have Poisoned special rule deal Instant Death on to-wound roll of 6. *'''Entangle:''' During Shooting phase Toxicrene may choose to Entangle one enemy model within 12" - this counts as a shooting attack that hits automatically (and ''does'' counts towards maximum shooting attack number per turn). Entangled models cannot move in any way until the Toxicrene's next shooting phase, and suffer -1 penalty to Ballistic Skill. *'''Overwork''': During Movement phase Toxicrene may choose to lose one Wound, to double it's Move range and increase Run and Charge range by D6". Options: *Mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Toxicrenes - 160 pts./model *May take items from the '''Biomorphs''' lists. *The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====Dactylis Brood==== <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 armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most havilyy 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 to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep 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, Dactyis 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, rivaled 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"> Modeling 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 it's sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. Final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]</div> </div> 170 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dactylis | 2 | 3 | 6 | 6 | 4 | 1 | 1 | 7 | 3+ | Monstrous Creature | 1 Dactylis |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Bio-plasmic spore launcer *Stinger salvo '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Lurk)''' *'''Slow and Purposeful''' *'''Heavy Launcher:''' Dactylis can only fire its bio-plasmic spore launcher if it does not move in its Movement phase. It cannot declare a charge during the same turn that it fires its bio-plasmic spore launcher. *'''Siege Plating:''' Dactylis base should have a clear marker, representing the creature's front facing - all ranged attack, comming at the Dactylis Brood from the front 180ยฐ ark of the majority of the models in the Brood lose one point of Strengths and AP (for example, S9 AP2 Lascannon hits as S8 AP3). *'''Bio-Plasmic Leak:''' When Dactylis loses a wound from the hit, not affected by the Siege Plating rule, roll D6 - on the result of 1 or 2 Dactylis deal Strength 3 AP 2 automatic hit to each model in base contact with it (friend or foe), and loses one extra Wound with no saves of any kind allowed. This extra wounds lost do not trigger this rule. *'''Synaptic Spotters:''' If the Dactylis Brood is within Synapse range, and any other friendly Codex: Tyranids model that is within Synapse range can draw a line of sight to their target, the Dactylis Brood's bio-plasmic spore launcher's blast template only scatters D6" rather than 2D6, and counts the target as being within Dactylis line of sight, even if it's not. '''Options:''' *Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:20/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Dactylis - 170 pts./model *Any model may take items from the '''Biomorphs''' list. ====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 defense 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 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 vicious melee that few enemies are likely to survive. </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modeling 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> 200 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Erinyes | 5 | 3 | 6 | 6 | 6 | 5 | 6 | 10 | 3+ | Flying Monstrous Creature | 1 Erinyes |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons (x2) *Thorax Biomorph (Electroshock grubs) *Bio-plasma *Heavy Spinefist *Flesh Hooks '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Vector Dancer''' *'''Raking Strike:''' A Hive Croneโs Vector Strike is resolved at Strength 8. *'''Electromagnetic Beast''': At the start of the controlling player's shooting phase, the Erinyes may release a special pulse of electromagnetic energy that functions like a Nova power with a range of six. All enemy models within this range take an S4 AP5 hit with the Haywire special rule. If swooping, the nova only affects fliers. All attacks and vector strikes made by the Erinyes in assault have the haywire special rule. *'''Skyfall''': An Erinyes brood may declare a Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deals D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood). *'''Wing Tearer''': When an Erinyes elects to make a vector strike against a flier or flying monstrous creature, it may make as many vector strike hits as its profile has attacks, plus any bonus attacks from having multiple melee weapons, benedictions, special rules, or charging. '''Upgrades:''' *'''Lone Hunter:''' This model is not affected by Instinctive Behaviour. '''Options:''' *Mutations: (WS:10/BS:5/S:20/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Erinyesses - 200 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may replace any set of Scything Talons with any option from the Melee Bio-weapons list. *Any model may take one of the following: ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. *May take the '''Lone Hunter''' upgrade - 25 pts. === Dedicated Transport === ====Tyrannocyte==== 75 pts {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyrannocyte | 2 | 2 | 5 | 5 | 6 | 3 | 3 | 8 | 4+ | Monstrous Creature | 1 Tyrannocyte |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *5 Deathspitters '''Special Rules:''' *'''Deep Strike''' *'''Fearless''' *'''Instinctive Fire''' *'''Drifting Death:''' The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance. *'''Transport Spore:''' A Tyrannocyte can carry a single unit of up to 20 models or 1 Monstrous Creature as if it is a Transport. A Tyrannocyte always enters play using the Deep Strike rules. If, when a Tyrannocyte Deep Strikes, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. Once a Tyrannocyte Deep Strikes, a unit carried by it must disembark. Place the unit such that every model is wholly within 6" of the Tyrannocyte and none are within 1" of an enemy or within impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but can shoot or Run. No unit can embark inside a Tyrannocyte for the rest of the game. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-) *May replace all five deathspitters with: ::- Five barbed stranglers ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 25 pts. ::- Five venom cannons ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 25 pts. ==== [[Malefactor]] ==== 150 points <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> {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Malefactor | 2 | 2 | 5 | 7 | 6 | 3 | 3 | 8 | 2+ | Monstrous Creature | 1 Malefactor |- |} <br style="clear: both; height: 0px;" /> ''By Nurgle that is '''hideous'''. Blech.''<br> - Pestiliar the Great Unclean One. '''Biomorphs:''' *Frag-spine bombardment (may launch a pair of cluster spines as a single attack and give all disembarking models as well as itself the benefit of assault grenades) *Electroshock-grubs *Scything Talons *Enhanced Leg Muscles *Adrenal Glands *Amphibious Adaptations '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Transport Beast:''' The Malefactor may transport models, and counts as an assault transport vehicle with no fireports with transport capacity of 20 models, though Monstrous Creatures count as 20 models. Any unit that can take a Tyrannocyte as a dedicated transport may take a Malefactor. Malefactors may not transport other Malefactors nor may Tyrannocytes transport Malefactors. A malefactor may disembark units while it is being assaulted, disembarked units may not gain the benefits of charging, but may assault immediately. It may not disembark on a turn that it has chosen to run. If it is transporting a Synape 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: (WS:5/BS:10/S:5/T:20/W:20/I:5/A:5/Ld:5/Sv:-/Psy:-/Syn:-) *May take upgrade biomorphs *May replace Electro-shock grubs with any other Thorax biomorph
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