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=== 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 in 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 4 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 | 3 | 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 4 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 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:''' A unit with this special rule manifests Warp Charges when casting Warp Blast on a roll of 2+ instead of the usual 4+. When casting Warp Blast a Zoanthrope Brood manifests it once for every Zoanthrope in the Brood. *'''Warp Field:''' Zoanthropes have a 3+ invulnerable save. '''Psyker:''' A Zoanthrope Brood always knows the Warp Blast psychic power. The other one must be generated 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 4 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 18" 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 as a Dedicated Transport. ====Doom of Malan'tai==== 210 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Doom of Malan'tai | 3 | 4 | 4 | 4 | 3 | 3 | 1 | 10 | 4+ | Infantry | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Psyker (Mastery Level 4)''' *'''Preferred Enemy (Eldar)''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' *'''Soul Eater:''' Each time an enemy model is removed as a causality due to the Doom of Malan'tai attacks or psychic powers, the Doom of Malan'tai gain one Wound, to the maximum of 10. *'''Psychic Apocalypse:''' The amount of Warp Charges the Doom of Malan'tai generates is equal to it's Wounds characteristic. Additionally, it adds its current Wounds to the result of Psychic Scream psychic power (so it would be 2d6+2+W) and it's range, and can manifest this power even if it's locked in close combat. When, Doom of Malan'tai suffers Perils of the Warp, it doesn't roll on Perils of the Warp chart, and instead loses one Wound with no saves available. *'''Warp Field:''' The Doom of Malan'tai has a 3+ invulnerable save. '''Psyker:''' Doom of Malan'tai knows Psychic Scream psychic power and must generate three additional powers from the Hive Mind's Wrath discipline. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *May take a Tyrannocyte as a Dedicated Transport. ====Venomthrope==== 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 '''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. '''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. '''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 4 additional Venomthropes - 40 pts./model *A brood of one Venomthrope may take Support Organism upgrade - 45 pts. ====Lictor Brood==== 40 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 |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Rending claws *Scything talons *Flesh hooks *Feeder tendrils '''Special Rules:''' *'''Fear''' *'''Fleet''' *'''Hit & Run''' *'''Infiltrate''' *'''Instinctive Behaviour (Lurk)''' *'''Move Through Cover''' *'''Stealth''' *'''Very Bulky''' *'''Precision strikes''' *'''Chameleonic Skin:''' At the start of your movement phase, a unit composed only of models with this special rule may choose to be removed from the table. Place a "Stalker Counter" at the place of removal. Now secretly write down an enemy unit. This unit is considered '''Stalked'''. Any enemy unit with a line of sight to the appropriate '''Stalker Counter''' may spend it's movement phase to spot that unit of Lictors. roll a D6. If 4+ is rolled, you must reveal which unit the spotted unit is '''Stalking'''. Now trace a line from the '''Stalker Counter''' to a model of your choice in the '''Stalked''' unit, then place the appropiate unit of Lictors a number of inches towards the model equal to twelve times the number of turns the Lictor squad has been removed from the table stalking the unit. If this leaves the Lictors in base contact with the '''Stalked''' unit it is counted as if the Lictors had made a Disordered Charge and the two units is thereafter locked in close combat. No overwatch is made. The Lictors may alternatively be revealed voluntarily during the start of the owning player's movement phase. This follows the same rules as above, except that the unit may act normally during the remainder of the turn if it is not locked in close combat. *'''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. '''Upgrades:''' *'''Psychic Horror''' - A unit with this special rule MUST be revealed during the start of Psychic Phase if revealed voluntarily. If revealed voluntarily, all Psykers within 6" of the Lictors must roll a D6 for each Lictor in the unit. For every roll of 4+ the Psyker suffers a Perils of the Warp. *'''Hunter of Heroes''' - A model with this special rule may choose which model it wishes to hit when fighting in close combat. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to 4 additional Lictors - 50 pts./model *Any model may take items from the '''Biomorphs''' list. *The entire unt may take one of the following special rules: - Psychic Horror - 10pts/model - Hunter of Heroes - 10pts/model * Entire unit may replace Stealth special rule with Shrouded special rule - 15 pts./model <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 4 additional Pyrovores - 40 pts./model *Any model may take items from the '''Biomorphs''' list. *The unit may take a Tyrannocyte as a Dedicated Transport. ====Ymgarl Genestealer Brood==== 80 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 | 2 | 10 | 4+ | Infantry | 5 Ymgarl Genestealers |- | Ymgarl Broodlord | 7 | 2 | 5 | 5 | 3 | 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''' *'''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. *'''Dormant:''' Ymgarl Genestealer Brood must start the game in reserves. During deployment phase, secretly write one piece of terrain on the table. When Ymgarl Genestealers Brood enters from reserve, reveal that note, and place them wholly inside that piece of terrain. If some models cannot fit inside that terrain, remove them as causalities. Ymgarl Genestealers Brood may assault the same turn it enters from reserve. *'''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. '''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:20/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 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 2 pts. ::- Rending claws 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 5 pts. * All Ymgarl Genestealers in the brood may take any of the following biomorphs: ::- Serrated blades 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 1 pts./model ::- Adrenal glands 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 2 pts./model ::- Toxin sacs 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 3 pts./model *May add a Ymgarl Broodlord - 60 pts *A Ymgarl Broodlord may take items from the '''Biomorphs''' list. *A Ymgarl Broodlord may take any of the following: ::- Flesh hooks 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 2 pts. ::- Implant attack 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 10 pts. ====Maleceptor==== 180 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 | 4+ | Monstrous Creature | 1 Maleceptor |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Warp shield projector '''Special rules:''' *'''Psyker (Mastery Level 2)''' *'''Shadow in the Warp''' *'''Synapse Creature''' '''Psyker:''' A Maleceptor has the Psychic Overload and Psychic Void psychic powers. 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 as a Dedicated Transport if it numbers only one model. ====Haruspex==== 160 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 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''' *'''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 the 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 2 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 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 15 pts. ::- Stinger salvo 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 15 pts. *The unit may take a Tyrannocyte as a Dedicated Transport if it have two or less models.
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