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=== 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.
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