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=== Fast attack === ====Dimachaeron==== 200 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dimachaeron | 8 | 3 | 6 | 6 | 6 | 6 | 5 | 10 | 3+ | Monstrous Creature (Leaper) | 1 Dimachaeron |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Sickle Claws *Grasping talons *Thorax Spine-Maw *Adrenal Glands '''Special Rules:''' *'''Agile''' *'''Instinctive Behaviour (Feed)''' *'''Rampage''' *'''Monstrous Creature (Leaper)''' Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain. **'''Shooting Phase''' - If a Leaping Model Leaps during the Shooting phase, it can move up to 6" this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal. **'''Assault Phase''' - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-) *May include up to 2 additional Dimacheron - 200 pts./model *The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport. ====Tyranid Shrike Brood==== 66 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Tyranid Shrike | 5 | 3 | 4 | 4 | 3 | 4 | 3 | 10 | 5+ | Jump Infantry | 3 Tyranid Shrike |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Devourer *Scything talons '''Special Rules:''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Very Bulky''' '''Options:''' *Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *May include up to six additional Tyranid Shrikes - 22 pts./model *Any model may take items from the '''Basic Bio-weapons''', '''Melee Bio-weapons''' and '''Biomorphs''' lists. *For every three Tyranid Shrikes in the brood, one may take items from the '''Basic Bio-cannons''' list. * All models in the brood may take one of the following: ::- Spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Flesh hooks ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./model ====Ravener Brood==== 66 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Ravener | 5 | 3 | 4 | 4 | 3 | 5 | 4 | 6 | 5+ | Beasts | 3 Raveners |- | The Red Terror | 6 | 3 | 5 | 5 | 3 | 5 | 5 | 8 | 4+ | Beast (C) | |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of Scything talons *Prehensile pincer (Red Terror only) '''Special Rules:''' *'''Deep Strike''' *'''Instinctive Behaviour (Feed)''' *'''Very Bulky''' *'''Precise Tunneling:''' If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it's scatter over the building, count them as occupying this building's lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules. *'''Know No Honor''' (Red Terror only) *'''Swallow Whole:''' (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole. :If you choose to do so, no To Wound rolls are made for any of the Red Terror's Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally. '''Options:''' *Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-) *Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to six additional Raveners - 22 pts./model *Any model may take items from the '''Biomorphs''' list. *Any Ravener may exchange one pair of scything talons for rending claws - 3 pts./model *Any Ravener may take one of the following: ::- Spinefist ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Devourer ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./model ::- Deathspitter ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts./model *One Ravener Brood in the army may add the Red Terror - 85 pts ====Gargoyle Brood==== 50 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Gargoyle | 3 | 3 | 3 | 3 | 1 | 4 | 1 | 6 | 6+ | Jump Infantry | 10 Gargoyles |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Fleshborer *Blinding venom '''Special Rules:''' *'''Instinctive Behaviour (Hunt)''' '''Options:''' *Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-) *May include up to forty additional Gargoyles - 5 pts/model *For every ten Gargoyles, one may replace its fleshborer with a strangleweb - 5 pts./model * All Gargoyles in the brood may take any of the following biomorphs: ::- Wide-spectrum retinas ยทยทยท 0.5 pts./model (round up) ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./model ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./mode ====Sky-Slasher Swarm Brood==== 54 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Sky-Slasher Swarm | 2 | 2 | 3 | 3 | 3 | 2 | 4 | 5 | 6+ | Jump Infantry | 3 Sky-Slasher Swarms |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Fearless''' *'''Swarms''' *'''Consume:''' During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes. *'''Surge:''' In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 1 | - | Melee, Haywire, Jammed! |- |}<br style="clear: both; height: 0px;" /> ::'''Jammed!:''' When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule. '''Options:''' *Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-) *May include up to six additional Sky-Slasher Swarms - 18 pts/base *The unit may take spinefists ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts/base *All Sky-Slasher Swarms in the brood may take any of the following biomorphs: ::- Serrated blades ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 2 pts./base ::- Toxin sacs ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 4 pts./base ::- Adrenal glands ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 5 pts./base ====Laius Horror==== 180 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Laius Horror | 3 | 3 | 6 | 6 | 4 | 4 | 4 | 6 | 4+ | Monstrous Creature | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two sets scything talons '''Special Rules:''' *'''Instinctive Behaviour (Feed)''' *'''Fearless''' *'''Fleet:''' *'''From The Inside:''' Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host's unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host's unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules. '''Options:''' *Mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May take items from the '''Thorax Biomorphs''' and '''Biomorphs''' lists ====Harpy Brood==== 130 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Harpy | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ | Flying Monstrous Creature | 1 Harpy |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Twin-linked stranglethorn cannon *Scything talons *Spore mine cysts with frag mines and toxic mines '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Hunt)''' *'''Sonic Screech:''' When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase. *'''Skyfall:''' Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood). '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Harpies - 130 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon - 5 pts. *Any model may upgrade it's spore mine cysts to launch acid mines - 5 pts. *Any model may take one of the following: ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ====Hive Crone Brood==== 155 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hive Crone | 3 | 3 | 5 | 5 | 5 | 5 | 3 | 10 | 4+ | Flying Monstrous Creature | 1 Hive Crone |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Drool cannon *Four tentaclids *Scything talons '''Special Rules:''' *'''Fearless''' *'''Instinctive Behaviour (Feed)''' *'''Vector Dancer''' *'''Raking Strike:''' A Hive Croneโs Vector Strike is resolved at Strength 8. '''Options:''' *Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-) *May include up to 2 additional Hive Crone - 155 pts./model *Any model may take items from the '''Biomorphs''' list. *Any model may take up to four additional Tentacilids - 4 pts./each *Any model may take one of the following: ::- Stinger salvo ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 10 pts. ::- Cluster spines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 15 pts. ====Spore Mine Cluster==== 15 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Frag Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | 3 Frag Mines |- | Toxin Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- | Acid Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- | Char Mine | - | - | 1 | 1 | 1 | 1 | - | 1 | - | Infantry | |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Deep Strike''' *'''Fearless''' *'''Drifting:''' Spore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal. *'''Floating Death:''' (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically: ::*'''Frag Mines:''' Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits). ::*'''Toxin Mines:''' Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits). ::*'''Acid Mines:''' Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models. :Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties. *'''Sky Bomb:''' (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines' charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target. *'''Living Bomb:''' Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''Options:''' *Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to six additional Frag Mines - 5 pts./model *May replace all Frag Mines in the cluster with: ::- Toxin mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท free ::- Acid mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 1 pts./model ::- Char mines ยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยทยท 3 pts./model ====Meiotic Spore Brood==== 45 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Meiotic Spore | - | - | 1 | 3 | 1 | 1 | - | 1 | - | Infantry | 3 Meiotic Spores |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Fearless''' *'''Shrouded''' *'''Outriders of the Swarm:''' Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves. *'''Floating Brood Bomb:''' The Meiotic Spore Brood moves 3+D6" in each of its controlling player's movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Difficult Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str5 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6" of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6" of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties. **'''Bomb''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | 5 | 4 | Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs |- |}<br style="clear: both; height: 0px;" /> ::'''Brood Bombs:''' If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1" away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play. *'''Living Bomb:''' Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results. '''Options:''' *Mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-) *May include up to six additional Meiotic Spores - 15 pts./model
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