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Codex - Tyranids: /tg/'s 9th Edition
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==Tyranid Biomorphs== ===Melee Biomorphs=== *'''Acid Maw Biomorphs:''' ''A simple and yet effective adaptation, many Tyranid creatures sport acidic glands with which they can digest anything in an instant. Of course, this can also aid against the hardest of food supplies.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Acid Maw''' || Melee || Melee || User || -3 || 1 || - |- | '''Melting Maw''' || Melee || Melee || User || -5 || 6 || Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost. |- |'''Monstrous Acid Maw''' || Melee || Melee || User || -5 || D3 || - |} *'''Bio-flail:''' ''A brute bio-weapon found on the brutish Stone-crusher Carnifex; although less adept at slicing through heavy armor like its claws, the damage done by this organic wreaking ball can be devastating against the less defended soldiers.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-flail''' || Melee || Melee || User || -1 || 2 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer. |} *'''Blinding Venom:''' ''Although small, Gargoyles and Simurghs can spit a particular kind of venom that swollen up the eyes and turns these tiny creatures into much bigger threats.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Blinding Venom''' || Melee || Melee || 3 || 0 || 1 || If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn. |} *'''Bone Sabres:''' ''The iconic weapons of the mighty Swarmlord, their reputation is well known across many species hit by the Tyranid plague and are an essential part of the aura of terror and mystery around their carrying creature. Just a scratch from these terrifying weapons can be fatal as bone and armor are sliced through by the sheer power of their psychic field.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bone Sabres''' || Melee || Melee || User || -3 || 6 || Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful Invulnerable save against wounds caused by this weapon must be re-rolled. |} *'''Bonesword Biomorphs:''' ''One of the more elite choices of close carnage in the ranks of the hungering swarm, they are usually found on commanding organisms like warriors, but upscaled versions can be spotted even on Hive Tyrants. The powerful psychic energies that flow through them or the usual pairing with Lash Whips make them extremely effective weapons for carnage.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Boneswords''' || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |- |'''Lash Whip and Bonesword''' || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |- |'''Monstrous Boneswords''' || Melee || Melee || User || -2 || 3 || A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |- |'''Monstrous Lash Whip and Monstrous Bonesword''' || Melee || Melee || User || -2 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. |} *'''Claws and Teeth:''' ''A rudimentary weapon, the first created under the course of nature. Despite their simplicity, they still find their use against a world's fauna or lightly protected civilians.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Claws and Teeth''' || Melee || Melee || User || 0 || 1 || - |} *'''Crushing Biomorphs:''' ''Despite feeding on organic matter, sometimes the Tyranids need to first breach through heavy defenses and these biomorphs are design to do just that. Only few substances in the galaxy can resist against the force generated by this claws, and even then, the damage suffered is nothing to scoff at.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Crushing Claws''' || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Massive Crushing Claws''' || Melee || Melee || x2 || -3 || D6 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Monstrous Crushing Claws''' || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Wrecker Claws''' || Melee || Melee || x2 || -3 || 3 || If the bearer is equipped with two '''Wrecker Claws''', each time an attack is made with this weapon, you can re-roll the wound roll. Each time an attack is made with this weapon is allocated to a {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Building}} model, that attack has a Damage characteristic of 5. |} *'''Diamond-tipped Teeth:''' ''A peculiar deviation on the normal teeth only found on a particular underground organism. These diamond-tipped teeth allow it to attach to the side of vehicles and breach through with great ease.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Diamond-tippped Teeth''' || Melee || Melee || User || -3 || 3 || When using this weapon, halve the attack characteristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target's Toughness is higher than this attack's Strength, this weapon always wounds the target on a wound roll of 4+. |} *'''Distensible Jaw:''' ''The prehensile tongue of a Haruspex, nothing is safe nearby this monster for even far away target can be drag inside the dark abyss lingering inside it.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Distensible Jaw''' || Melee || Melee || User || -3 || D6 || Each time the bearer fights, one (and only one) of its attacks must be made with this weapon. |} *'''Grasping Tail:''' ''The tale of a Malanthrope; despite not possessing any peculiar properties, its strength is not to be underestimated for it can easily snatch an adult man and leave it to the beast's mercy.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Tail''' || Melee || Melee || +1 || -1 || 2 || At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1" of it. Both players roll 1d6 and add it to the corresponding models' Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 1 from all its hit rolls and may not disengage. If the models' unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the ''Prey Adaptation'' rule. |} *'''Lash Biomorphs:''' ''Quick as lightning, these whips made of muscles are extremely useful both to attack and to restrain the movements of the prey and assure a swift death.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Lash Whips''' || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Lashwhip Pods''' || Melee || Melee || 5 || -1 || 1 || Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon. |- |'''Monstrous Lash Whips''' || Melee || Melee || User || -1 || 2 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. |- |'''Tresher Tendrils''' || Melee || Melee || +2 || -2 || D3 || You may not use this weapon once you have used the ''Thresher Tendrils'' special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the bearer charged. |- |'''Thresher Tendrils and Spikes''' || Melee || Melee || User || -1 || 1 || Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it. |} *'''Massive Feeder Tendrils:''' ''A gigantic version of the normal tendrils found in lesser Tyranid creatures, these tentacles are far too massive to harvest the thoughts of those consumed, but are still able to confer the wielder of important nutrients.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- | '''Massive Feeder Tendrils''' || Melee || Melee || User || -3 || 1 || Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound. |} *'''Powerful Limbs:''' ''Powerful appendages found on greater organism. Although not particularly adapted, they can be quite dangerous, especially for those underestimating the combat capabilities of these slow giants.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Powerful Limbs''' || Melee || Melee || User || -1 || 2 || - |} *'''Ravenous Maw:''' ''The signature jaw of a Haruspex, to stare inside than is to gaze into the jaws of the cold abyss of a black hole, for when something enters this chasm, it never returns.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Ravenous Maw''' || Melee || Melee || User || -1 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1. |} *'''Rending Biomorphs:''' ''Special adamantine claws are an effective adaptation against heavily armored preys and have made a certain reputation for themselves especially for tales from various Space Hulks.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Rending Claws''' || Melee || Melee || User || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of '''Rending Claws''' the effect activates on a wound roll of 5+ instead. |- |'''Monstrous Rending Claws''' || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of '''Monstrous Rending Claws''' and/or '''Patriarch's Claws''' the effect activates on a wound roll of 5+ instead. |- |'''Patriarch's Claws''' || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. If a model is equipped with two pairs of '''Monstrous Rending Claws''' and/or '''Patriarch's Claws''' the effect activates on a wound roll of 5+ instead. |} *'''Scything Talon Biomoprhs:''' ''The most common Tyranid close combat weapon. These razor-sharp blades of chitin can be found on just about any type of Tyranid creature, from the smaller to the most massive, and are all equally deadly. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Gargantuan Scything Talons''' || Melee || Melee || +2 || -3 || 6 || You can re-roll hit rolls of 1 when attacking with this weapon. |- |'''Giant Scything Talons''' || Melee || Melee || +1 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll. |- |'''Hierodule Scything Talons''' || Melee || Melee || +2 || -3 || D3+3 || You can re-roll hit rolls of 1 when attacking with this weapon. |- |'''Massive Scything Talons''' || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of '''Massive Scything Talons''', it can make 1 additional attack with this weapon each time it fights. |- |'''Monstrous Scything Talons''' || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of '''Monstrous Scything Talons''', it can make 1 additional attack with this weapon each time it fights. |- |'''Scything Talons''' || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of '''Scything Talons''', it can make 1 additional attack with this weapon each time it fights. |- |'''Spore-cloud Scything Talons'''|| Melee || Melee || X2 || -5 || 3D3 || After all attacks with this weapon have been resolved roll a D6 for each enemy wound dealt by this weapon; for every 6 the unit which received the damage and every other enemy unit within 3” suffers 2 mortal wounds. |} *'''Scything Wings:''' ''Wings adapted with scything appendages ideal to slice enemy aircraft and other airborne threats.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Scything Wings''' || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon. |} *'''Shoveling Biomorphs:''' ''Enorumous limbs adapted to move great weights of food or substances. Despite the limited use, their strength is still to be feared.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Shoveling Claws''' || Melee || Melee || x2 || -3 || D6 || - |- |'''Gigantic Shovel Claws''' || Melee || Melee || User || -2 || D3 || - |} *'''Swallowing Maw:''' ''The bloated maw of a Tyrannocyte; recent mutations of the biomorph has made it capable of utilizing this apparatus to grow even larger, swallowing up anything that comes too close with its surrounding claws.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Swallowing Maw''' || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. On an unmodified hit roll of 6, instead of rolling to wound, select one enemy {{W40kKeyword|Infantry}} model within 1" that has three wounds or less; that model is removed as a casualty. |} *'''Tail Biomorphs:''' ''Various creatures of various forms all can sport peculiar tail adaptation; from chitinous scythes, to elettrostatic appendages of prehensile pincers, all these adaptations serve their specific function to high degrees.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Biostatic Rattle''' || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn. |- |'''Bone Mace''' || Melee || Melee || 8 || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |- |'''Prehensile Pincer Tail''' || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |- |'''Scything Tail''' || Melee || Melee || User || -3 || 2 || Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. |- | '''Spike Tail''' || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn. |- |'''Thresher Scythe''' || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks. |- |'''Toxin Spike''' || Melee || Melee || 1 || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+. |- |'''Wicked Spur''' || Melee || Melee || 8 || -3 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. |} *'''Talon Biomorphs:''' ''A relative of the scything talons and rending claws combined, these fearsome talons are perfect for slicing just about everything, from flesh to armor, and even enter inside the enemy's nightmare and destroy them from within.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Talons''' || Melee || Melee || User || -1 || 2 || - |- |'''Massive Scything Sickle-talons''' || Melee || Melee || +1 || -3 || D3 || Each time an attack is made with this weapon, you can re-roll the hit roll. |- |'''Sinister Talons''' || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and a Damage of 3. |} *'''Toxic Lashes:''' ''Muscular whips coated with a corrosive venom able to destroy any substance. To find inside these lashes grip is to die of a horrific and painful death, boiled alive by its toxins.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Massive Toxic Lashes''' || Melee || Melee || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |- |'''Toxic Lashes''' || Melee || Melee || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |} ===Ranged Biomorphs=== *'''Acid Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Acid Spit''' || 18" || Heavy 3D3 || 6 || -5 || 2 || Each time an attack is made with this weapon, that attack automatically hits its target. |- |'''Acid Spray''' || 18" || Heavy 2D6 || User || -1 || D3 || Each time an attack is made with this weapon, that attack automatically hits its target. Each time a {{W40kKeyword|Vehicle}} is hit by this weapon, roll a D6 before rolling to wound; on a 4+ that model suffers a penalty of 1 to its Toughness characteristic for the rest of the game. |- |'''Bio-Acid Spray''' || 18" || Heavy 3D6 || 6 || -2 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. |- |'''Pyro-acid Spit''' || 18" || Heavy 4D3 || 6 || -3 || 2 || Each time an attack is made with this weapon, that attack automatically hits its target. |} *'''Bio-cannon Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-cannon''' || 48" || Heavy 6 || 8 || -2 || 2 || - |- |'''Dire Bio-cannon''' || 48" || Heavy 8 || 10 || -3 || 3 || - |- |'''Hydraphant Dire Bio-cannon''' || 72" || Heavy 12 || 12 || -3 || 6 || Every wound roll of 6+ against {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}} or {{W40kKeyword|Titanic}} units inflicts an additional 3D3 mortal wounds in addition to its normal damage. |} *'''Bio-electric Pulse Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-Electric Pulse''' || 12" || Assault 6 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+. |- |'''Bio-Electric Pulse with Containment Spines''' || 12" || Assault 12 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 5+. |} *'''Bio-Plasma Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bio-plasma (Glob)''' || 18" || Assault 1 || 8 || -3 || D3 || - |- |'''Bio-plasma (Spit)''' || 12" || Assault D3 || 7 || -3 || 1 || Blast. |- |'''Bio-plasma Torrent''' || 12" || Assault 2D6 || 7 || -3 || 1 || Blast. Each time an attack is made with this weapon, that attack automatically hits its target. |- |'''Bio-plasmic Cannon''' || 36" || Heavy 6 || 7 || -3 || 2 || - |- |'''Bio-plasmic Scream''' || 18" || Assault D6 || 7 || -4 || 1 || Blast. |} *'''Brainleech Hive:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Brainleech Hive''' || 12" || Pistol 24 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn. |} *'''Choking Spore:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Choking Spore''' || 12" || Assaul D6 || 3 || 0 || D3 || Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non {{W40kKeyword|Vehicle}} models and {{W40kKeyword|Vehicle}}s that have suffered at least one wound. |} *'''Cluster Spines:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Cluster Spines''' || 18" || Assault 2D6 || 4 || 0 || 1 || Blast. |} *'''Deathscreamer Hive:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Deathscreamer Hive''' || 12" || Pistol 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |} *'''Deathspitter Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Deathspitter''' || 24" || Assault 3 || 5 || -1 || 1 || - |- |'''Deathspitter with Slimer Maggots''' || 24" || Assault 3 || 7 || -1 || 1 || - |} *'''Devourer Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Devourer''' || 18" || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn. |- |'''Devourer with Brainleech Worms''' || 18" || Assault 6 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn. |} *'''Drool Cannon:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Drool Cannon (Spit)''' || 18" || Assaul 2 || 7 || -1 || 1 || Hits made against {{W40kKeyword|Aircraft}} units are resolved with an AP of -4 and can re-roll failed wound rolls. |- |'''Drool Cannon (Torrent)''' || 8" || Assaul D6 || 6 || -1 || 1 || Blast. Each time an attack is made with this weapon, that attack automatically hits its target. |} *'''Flamespurt:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Flamespurt''' || 10" || Assaul D6 || 5 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. During the Fight phase, a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and Ap. |} *'''Flesh Hooks:''' ''Small fleshy hooks situated usually into a creature's chest cavities, they can be fired at will and grant additional mobility to their host.'' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Flesh Hooks''' || 6" || Assault 2 || User || 0 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, a model equipped with '''Flesh Hooks''' can move through solid walls or climb on ruins or basements without ladders. |} *'''Fleshborer Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Fleshborer''' || 12" || Assault 1 || 4 || 0 || 1 || - |- |'''Fleshborer Hive''' || 18" || Heavy 20 || 5 || 0 || 1 || You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |} *'''Grasping Tongue:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Grasping Tongue''' || 12" || Assaul 1 || 6 || -3 || D3 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound. |} *'''Impaling Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Impaler Cannon''' || 36" || Heavy 2 || 8 || -2 || D3 || This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |- |'''Impaling Tendril''' || 18" || Heavy 1 || 9 || -4 || D6 || You may re-roll failed hit rolls for this weapon. Models with the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword which are damaged by this weapon are dragged 3D6" towards this model; if this makes it so one model is not within cohesion of the rest of the models in this unit, it is immediately slain. |} *'''Rupture Cannon:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Rupture Cannon''' || 48" || Heavy 3 || 10 || -3 || D6 || When shooting with this weapon, for each two shots that hit, resolve them with a an Ap characteristic of -5 and a Damage of D3+3. |} *'''Shock Cannon:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Shock Cannon''' || 24" || Assault D3 || 7 || -1 || D3 || Blast. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |} *'''Spike Rifle:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spike Rifle''' || 18" || Assault 1 || 3 || -1 || 1 || - |} *'''Spine Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Spine Banks''' || 6" || Assault 4 || 5 || 0 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |- |'''Spike-Cloud Spray''' || 48" || Assault 6 || 7 || -2 || D3 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|Fly}}. |- |'''Spinemaws''' || 6" || Pistol 4 || 2 || 0 || 1 || - |} *'''Spinefist Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Heavy Spinefists''' || 12" || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic. |- |'''Spinefists''' || 12" || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic. |} *'''Spore Mine Biomorphs''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Dactylis Birthing Cannon (Arching Shot)''' || 24"-360" || Heavy 10 || - || - || - || See ''Launched Mines'' special rule. This profile can target units that are not visible to the bearer. |- |'''Dactylis Birthing Cannon (Defensive Ejection)''' || 36" || Heavy 20 || - || - || - || See ''Launched Mines'' special rule. Subtract 1 from the hit rolls when attacking with this weapon profile. |- |'''Spore Mine Launcher''' || 48" || Heavy 1 || - || - || - || See ''Spore Mine Launcher'' special rule. |- |'''Spore Node''' || 18" || Heavy 1 || - || - || - || See ''Spore Node'' special rule. |} ::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define the weapon's Strength, AP, and additional special rules. The type is purchased before the battle begins. ::{| class=wikitable |- valign=top ! Weapon !! S !! AP !! D !! Abilities |- |'''Acid Mine''' || - || - || - || See “'''Floating Death (Spore Mine)'''” ability. |- |'''Char Mine''' || - || - || - || See “'''Floating Death (Spore Mine)'''” ability. If the target is an {{W40kKeyword|Aircraft}}, double the number of mortal wounds this weapon inflicts. |- |'''Frag Mine''' || 4 || -1 || 1 || See “'''Floating Death (Spore Mine)'''” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. |- |'''Toxin Mine''' || 1 || - || D3 || See “'''Floating Death (Spore Mine)'''” ability. Instead of inflicting mortal wounds, this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}. |} *'''Stinger Salvo:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Stinger Salvo''' || 24" || Assaul 4 || 5 || -1 || 1 || - |} *'''Strangler Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Barbed Strangler''' || 36" || Assault D6 || 5 || -1 || 1 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances. |- |'''Great Strangler''' || 8" || Assault D3 || 4 || -1 || 1 || Blast. A unit that suffers one or more wounds from this weapon must subtract 2" from its movement, advance and charge distances. |- |'''Strangle Web''' || 8" || Assault D3 || 3 || 0 || 1 || Blast. A unit that suffers one or more wounds from this weapon must subtract 1" from its movement, advance and charge distances. |- |'''Stranglethorn Cannon''' || 36" || Assault D6 || 7 || -1 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. |} *'''Tentaclids:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Tentaclids''' || 36" || Assaul 4 || 5 || 0 || 1 || You may re-roll failed hit rolls for this weapon against {{W40kKeyword|Aircraft}} units. In addition, if the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |} *'''Thorax Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Bloodseeker Flies''' || 8" || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn. |- |'''Desiccator Larvae''' || 8" || Assault D6 || 1 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. |- |'''Electroshock Grubs''' || 8" || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |- |'''Mindflayer Worms''' || 8" || Assault D6 || 4 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase. |- |'''Shreddershard Beetles''' || 8" || Assault D6 || 3 || 0 || 1 || Each time an attack is made with this weapon, that attack automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3. |} *'''Toxic Lashes Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Massive Toxic Lashes''' || 8" || Assault D6 || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |- |'''Toxic Lashes''' || 6" || Assault 2 || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |} *'''Venom Biomorphs:''' ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Heavy Venom Cannon (Salvo)''' || 36" || Assault D3 || 9 || -2 || 3 || Blast. |- |'''Heavy Venom Cannon (Single Shot)''' || 36" || Assault 1 || 10 || -3 || 3 || - |- |'''Venom Cannon (Salvo)''' || 36" || Assault D3 || 8 || -2 || D3 || Blast. |- |'''Venom Cannon (Single Shot)''' || 36" || Assault 1 || 9 || -3 || D3 || - |- |'''Venom Mortar''' || 36”-360” || Heavy 20 || 6 || -2 || 1 || This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover. |} ===Bio-Artifacts=== ====Universal==== *'''Arachnacyte Gland:''' ''The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artifact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.'' ::Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. *'''Maw Claws of Thyrax:''' ''During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.'' :: Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s special rule: 'When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.' In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon's special rule activates. *'''Norn Crown:''' ''First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.'' :: Friendly {{W40kKeyword|<HIVE FLEET>}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase. *'''Pathogenesis:''' ''An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.'' ::Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll. *'''Resonance Barb:''' ''Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils are driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.'' :: {{W40kKeyword|Psyker}} model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total. *'''Slimer Maggot Infestation:''' ''Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.'' ::This Relic replaces the model's two '''Deathspitters with Slimer Maggots'''. In addition, this model and every {{W40Kkeyword|<Hive Fleet>}} unit within 6" may re-roll every wound roll during the Shooting Phase if the fire with any weapon from the ''Deathspitter Weapons'' list. ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Slimer Maggot Infestation''' || 24" || Assault 6 || 7 || -1 || 1 || - |} *'''The Hungering Carapace:''' ''This entire carapace is, in reality, a symbiont creature that leeches onto the host's back and feeds on the pieces of biomass that comes too close to its hidden tendrils.'' :: This model's Armor save is improved by one. In addition, each time you roll a wound roll of 6+ for a melee attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle. *'''The Miasma Cannon:''' ''The Tyranids utilize all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.'' ::This Relic replaces the model's '''Heavy Venom Cannon''' and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''The Miasma Cannon (Miasmic Spray)''' || 8" || Assault D6 || 7 || -2 || 2 || Blast. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|Building}}. This weapon automatically hits its target. |- |'''The Miasma Cannon (Miasmic Spit)''' || 36" || Assault D3 || 10 || -3 || 3 || Blast. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|Building}}. |} *'''The Psyleech Venom Cannon:''' ''This peculiar weapon can fire a special parasite able to disrupt psychic energies, or simply a wave of venomous bodily fluids unto the enemy.'' ::This Relic replaces the model's '''Heavy Venom Cannon''' and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''The Psyleech Venom Cannon (Salvo)''' || 36" || Assault D6 || 5 || -2 || 1 || Blast. |- |'''The Psyleech Venom Cannon (Single Shot)''' || 36" || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from Invulnerable saves made against hits caused by this weapon. |} *'''The Reaper of Obliterax:''' ''The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.'' :: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.' In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save. *'''The Venomthorn Parasite:''' ''These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.' ::Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon. *'''The Ymgarl Factor:''' ''The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is a legend amongst those that have had the misfortune to encounter them and live. Now, dark rumors have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.'' :: At the start of its movement phase, a model with the Ymgarl Factor must alter its form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen until all three have been selected at least once. ::*'''Slashing Claws:''' The model has +D3 Strength. ::*'''Tentacled Limbs:''' The model has +D3 Attack. ::*'''Muscled Carapace:''' The model has +D3 Toughness. *'''Xenogenic Acid:''' ''This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.'' ::Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage. ====Hive Fleet-Specific==== *'''{{W40Kkeyword|Behemoth}} - Scythes of Tyran:''' ''The few remaining records of the fall of Tyran speak of an alpha beast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha beast's every frenzied swipe.'' ::{{W40Kkeyword|Behemoth}} model only. This Relic replaces the model's '''Monstrous Scything Talons''' and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Scythes of Tyran''' || Melee || Melee || +2 || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls. |} *'''{{W40Kkeyword|Gorgon}} - Ruinous Touch''' ''The toxins and acids produced by the Gorgon leader organisms are able to corrode any substance and turn even the most durable of armors to mush.'' ::{{W40Kkeyword|Gorgon}} model only. Non-{{W40Kkeyword|Titanic}} models that had been hit by at least one close combat attack from this model suffer a -1 penalty to their Armor save until the end of the game. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit this model, roll a die; on a 5+ the weapon with which the model attacked is destroyed and cannot be used for the duration 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. *'''{{W40Kkeyword|Hydra}} - Hyper-Adaptive Biology''' ''Leader-beasts spawned by Hive Fleet Hydra possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.'' ::{{W40Kkeyword|Hydra}} model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness and roll a die each time the model suffers an unsaved wound; for the remainder of the battle, on a roll of 5+ that wound is not lost. *'''{{W40Kkeyword|Jormungandr}} - Infrasonic Roar:''' ''Some Jormungandr bio-colossi utilize a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.'' ::{{W40Kkeyword|Jormungandr}} model only. Enemy units within 12" of this model must subtract 1 from their Leadership. *'''{{W40Kkeyword|Kraken}} – Chameleonic Mutation:''' ''This chitinous plate armor is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.'' ::{{W40Kkeyword|Kraken}} model only. Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover. *'''{{W40Kkeyword|Kronos}} - Balethorn Cannon:''' ''This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defenses it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armor.'' ::{{W40Kkeyword|Kronos}} model only. This Relic replaces the model's '''Stranglethorn Cannon''' and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Balethorn Cannon''' || 36" || Assault D6 || 7 || -2 || 2 || Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon. |} *'''{{W40Kkeyword|Leviathan}} - Slayer Sabres:''' ''At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism that forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the full power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.'' ::{{W40Kkeyword|Leviathan}} model only. This Relic replaces the model’s '''Monstrous Boneswords''' and has the following profile: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Slayer Sabres''' || Melee || Melee || User || -2 || 3 || A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. In addition, if an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain. |} ===Upgrade Biomorphs=== *'''Acid Blood:''' If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound. *'''Adamantine Tusks:''' When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1" suffers a mortal wound. *'''Adrenal Glands:''' If a model has this Biomorph, add 1" to the distance it can move when it Advances or charges. *'''Amphibious Adaptations:''' A model with this Biomorph counts as being in cover if it's within a water-type terrain and counts them as an open ground for the purpose of moving or charging. *'''Antidote Glands:''' If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls. *'''Burrowing Limbs:''' During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9" away from any enemy models. *'''Carbonized Claws:''' A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units. *'''Dopamine Injectors:''' Roll a die each time a model with this Biomorph suffers a wound; on a 5+ that wound is not lost. *'''Enhanced Leg Muscles:''' When a model with this Biomorph advances roll two dices and pick the higher result. *'''Feeder Tendrils:''' If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords (e.g. if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}). *'''Feeding Frenzy Trigger:''' A model with this Biomorph receives D3 additional attacks if during the fight phase it's against a unit that has more model than its own. *'''Hive Mind Direct Link:''' A model with this Biomorph counts as always being within 12" of a {{W40kKeyword|Synapse}} creature. *'''Increased Muscle Density:''' When a model with this Biomorph attacks in the fight phase consider its Strength characteristic as 1 higher. *'''Insula Glands:''' A model with this Biomorph can re-roll all failed hit rolls in a turn in which it charged. *'''Nonepinephrine Infusion:''' A model with this Biomorph gains an attack in a turn in which it charged. *'''Overdeveloped Stabilizing Organs:''' A model equipped with this Biomorph doesn't suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. *'''Parasite Implanter:''' During the fight phase, a model with this Biomorph inflicts an additional mortal wound on the target on a wound roll of 6+. *'''Pressure Detection Sensors:''' A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12". If it does so hit must subtract 1 from the hit rolls. *'''Psychic Deflection Bio-Crystals:''' A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}. *'''Reflexes Optimization:''' A model with this Biomorph gains an attack in a turn in which it was charged. *'''Regeneration:''' At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle. *'''Serrated Blades:''' A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model. *'''Snake Body:''' Add 3" to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models. *'''Spring Coil Musculature:''' A model with this Biomorph can Fall Back and charge in the same turn. *'''Stonecrusher Ramshield:''' When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength. *'''Three-Dimensional Thought Patterns:''' During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a {{W40kKeyword|Flyer}}. *'''Toxic Miasma:''' At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound. *'''Toxin Sacs:''' Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. *'''Warp Shield Projector:''' A model with this Biomorph has a 5+ Invulnerable save while within Synapse range. *'''Wide-Spectrum Retinas:''' A model with this Biomorph and doesn't suffer penalties to its hit rolls as a result of special rules such as ''Night Fighting'' or ''Dawn Raid''. *'''Wings:''' If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3" to its movement characteristic. ===Titanic Upgrade Biomorphs=== *'''Cellular Bolster:''' While a model with this biomorph is within Synapse range, double the number of wounds it actually has remaining whenever you are consulting its damage chart to determine its characteristics. *'''Frag Spine Batteries:''' This Biomorph can be fired as a ranged weapon with the profile below: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Frag Spine Batteries''' || 24" || Assault 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. |} *'''Gargantuan Warp Shield:''' A model with this Biomorph have 6+ Invulnerable save, which is improved to a 4+ if this model is within Synapse range. *'''Greater Flesh Hooks:''' Models equipped with this Biomorph can fire it as a ranged weapon with the profile below: ::{| class=wikitable |- valign=top ! Weapon !! Range !! Type !! S !! AP !! D !! Abilities |- |'''Greater Flesh Hooks''' || 12" || Assault 12 || User || -1 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. |} *'''Incendiary Ichor:''' Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6. *'''Psy-Catalyst:''' While a model with this Biomorph is within Synapse range, enemy units must re-roll successful Invulnerable saves made against this model's ranged weapons. *'''Spore Cloud:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|<HIVE FLEET>}} units within 6" of any friendly {{W40kKeyword|<HIVE FLEET>}} model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3" of this model. On a 4+, that unit suffers D3 mortal wounds. *'''Synaptic Regeneration:''' If, at the start of your Command phase, a model with this Biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound. *'''Transport Chamber:''' A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 10 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 3 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}. *'''Transport Hooks:''' A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 20 {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Simurghs}} or {{W40kKeyword|SKY-SLASHER SWARMS}}, or a unit of up to 6 {{W40kKeyword|TYRANID Shrikes}}. It may also transport a single {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|TYRANID PRIME}} equipped with the ''Wings'' Biomorph. ===Mutations=== In a unit's profile, there is a section called "Mutations", followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost '''per model''' to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs cannot be improved. *'''(M) - Optimized Muscular Tissues:''' +2" to Movement. *'''(WS) - Adaptive Motion Analysis:''' +1 Weapons Skill. *'''(BS) - Hyper-Reactive Pupils:''' +1 Ballistics Skill. *'''(S) - Muscle Fiber Density:''' +1 Strength. *'''(T) - Subdermal Chitin Sheathing:''' +1 Toughness. *'''(W) - Redundant Organ Systems:''' +1 Wounds. *'''(A) - Explosive Muscle Action:''' +1 Attack. *'''(Ld) - Fear Suppression Glands:''' +1 Leadership. *'''(Sv) - Impact-Deflective Carapace:''' +1 Armor Save. *'''(Psy) - Enhanced Neural Architecture:''' The model can learn and use an additional psychic power. *'''(Syn) - Reinforced Synaptic Links:''' Improves Synapse range by 6".
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