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== Lords of War == === Special Rules === '''Agile:''' At Shooting phase Gargantuan Creature with this rule may choose to: :*Fire all of its weapons. :*Fire only one of its weapons and then Run. :*Fire no weapons and Run twice :*Fire no weapons and Run once, though still being able to Charge at the following Assault phase ===Weapon Biomorphs=== *'''Bio-acid Spray''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Hellstorm | 5 | 3 | Assault 1, Blind |- |}<br style="clear: both; height: 0px;" /> *'''Bio-Cannon(X)''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Stream | 48" | 10 | 1 | Assault 3X*, |- | Blast | 48" | 10 | 1 | Assault X*, Large Blast |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> Different bio-cannons have different rate of fire, stated in their name on the model profile - for example, bio-cannon(2) is an assault 2 in blast mode, and assault 6 in stream mode. *'''Bio-Lightning Pulse''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 5 | 5 | Assault 24 |- |}<br style="clear: both; height: 0px;" /> *'''Bio-Plasma Torrent''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Hellstorm | 7 | 2 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> *'''Spine-Cloud Spray''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 48" | 7 | 4 | Assault 6, Skyfire, Twin-linked |- |}<br style="clear: both; height: 0px;" /> ===Upgrade Biomorphs=== *'''Destroyer Field:''' While model with this biomorph is within Synapse range, it can halve the number of its close combat attacks to gain the Destroyer special tule for it's close combat attacks. *'''Cellular Bolster:''' While model with this biomorph is within Synapse range, it cannot lose more than one wound per each hit taken. *'''Gargantuan Warp Shield:''' Model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range. *'''Incendiary Ichor:''' Wherever a model with this biomorph suffers an unsaved wound in the Fight sub-phase, place a large blast template in a base contact with it. All non-vehicle models under this template (friend or foe) suffer a wound with now armor or cover saves allowed. Vehicle models under that template suffer D3 glancing hist with no cover saves allowed. All wounds, caused for this biomorph count for combat resolution. *'''Psy-Catalyst:''' While model with this biomorph is within Synapse range, it's Bio-Cannons gain Destroyer special rule in Blast mode. *'''Spore Cloud:''' Model with this biomorph has the Shrouded special rule. At the initiative step 10 all enemy models in base contact with this model suffer Strength 1 AP- hit with the Poisoned (4+) special rule. *'''Synaptic Regeneration:''' If at the start of its movement phase a model with this biomorph is within Synapse range, roll a D6 for each Wound he lack to it's maximum Wound characteristic - on each result of 5+ the model regains one Wound. *'''Transport Chamber:''' Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 10 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models. *'''Transport Sacs:''' Model with this biomorph can transport Codex: Tyranids units and counts as transport vehicle with transport capacity of 20 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models. *'''Transport Hooks:''' Model with this biomorph can transport Codex: Tyranids units with jump infantry type and counts as transport vehicle with transport capacity of 40 and the Assault Vehicle special rules for that purpose. This model cannot transport extremely bulky models. If this model is hit by a Template or Blast weapon, it's passengers suffer D6 automatic hits with this weapons profile. Passengers may disembark this model at the end of the movement phase even if it's Swooping - in this case nominate one point, over which this model moved in this turn, and place disembarked unit there like it's performing Deep Strike, though they scatter only D6" instead of the usual 2D6". If this model is destroyed while Swooping, disembark all off it's passenger like above, except they scatter 2D6". ===Units=== ====The Swarmlord==== 310 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | The Swarmlord | 9 | 4 | 6 | 6 | 4 | 6 | 4 | 10 | 3+ | Monstrous Creature (C) | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Apex Biomorphs:''' *'''Bone Sabres:''' ::The Swarmlord has two pairs of Bone Sabres. Each pair counts as a Melee weapon with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Instant Death, Parry, Blade Fury, Shieldbreaker |- |}<br style="clear: both; height: 0px;" /> ::'''Parry:''' The Swarmlord, while equipped with two sets of Bone Sabres, has a 4+ invulnerable save during Fight subphase of the Assault Phase. If for some reason he loses one of these sets, this invulnerable save is reduced to 5+. ::'''Blade Fury:''' The Swarmlord, equipped with two sets of Bone Sabres may forgo all of his attacks in close combat to deal an automatic hit to each enemy model in a base contact with it. If for some reason he loses one of these sets, it still may deal hits to all models in a base contact with it, but must roll to hit for each instead of hitting automatically. ::'''Shieldbreaker:''' Successful invulnerable save against wounds caused by two sets of Bone Sabres must be re-rolled. If for some reason the Swarmlord loses one of these sets, only invulnerable saves with the result of 6 must be re-rolled. '''Special Rules:''' *'''Eternal Warrior''' *'''Psyker (Mastery Level 3)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Aeons of Experience:''' The Swarmlord may generate two warlord traits with the option to reroll and choose from the preferred result, from one or different warlord trait charts. Alternatively may choose to generate trophy hunter and synaptic lynch-pin warlord traits. If your list is battleforged, generate an additional warlord trait. *'''Alien Cunning:''' Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls. *'''Psychic Monstrosity:''' The Swarmlord's synapse range and shadow in the warp range are increased by 6". *'''Swarm Leader:''' At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within the Swarmlord's synapse range. Then, choose one of the following special rules: Furious Charge, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn. *'''Suppress Instincts:''' All Codex:Tyranids units within the Swarmlord's synapse range can voluntarily go to ground, despite being Fearless, unless some other rules prevent them from going to ground. Once per game all Codex:Tyranids units within the Swarmlord's synapse range that has gone to ground may move, shoot and charge normally, while they remain within synapse range. *'''Bullet Screening:''' Any Termagant, Hormagaunt or Gargoyle Brood within the Swarmlord's synapse range may choose to generate a 4+ cover save for friendly Codex:Tyranids units behind it, instead of the usual 5+. If it does so, for each successful cover save roll, generated this way, the unit which generated it suffers a wound with no saves of any kind allowed. '''Options:''' *Mutations: (WS:10/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:30/Psy:30/Syn:40) *May take items from the '''Biomorphs''' lists. * May take any of the following: ::- Prehensile pincer ······································· 10 pts. ::- Flesh hooks ··············································· 15 pts. *The Swarmlord, and it's unit of Tyrant Guard (if it is a brood of three or less) may take a Tyrannocyte as a Dedicated Transport. ==== Scythed Hierodule ==== 400 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Scythed Hierodule | 4 | 3 | 10 | 8 | 8 | 3 | 6 | 10 | 3+ | Gargantuan Creature | 1 Scythed Hierodule |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of scything talons *Bio-acid spray '''Special rules:''' *'''Agile''' *'''Reaping:''' For each model, removed as a causality due to Scythed Hierodule's attacks in close combat, he may immediately perform one additional attack. These additional attacks '''do''' generate additional attacks themselves. *'''Stampede:''' Scythed Hierodule may move, run or charge through enemy units that does not include vehicles, mostrous creatures or gargantuan creatures. This is performed exactly like a tank shock, except tank shocked unit suffers a D6 Strength 10 AP- hits when Scythed Hierodule moves through it. If the unit choose to perform Death or Glory, it instead suffers 2D6 Strength 10 AP- hits, and Death or Glory attack counts as succesful only if it kills the Scythed Hierodule. '''Options:''' *May take up to three biomorphs from the following list: ::- Transport chamber ······································ 15 pts. ::- Cellular bolster ············································ 15 pts. ::- Destroyer field ············································· 30 pts. ::- Gargantuan warp shield ······························· 40 pts. ::- Spore cloud ················································ 40 pts. ::- Synaptic regeneration ·································· 45 pts. ==== Barbed Hierodule ==== 480 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Barbed Hierodule | 4 | 3 | 10 | 8 | 7 | 3 | 5 | 10 | 3+ | Gargantuan Creature | 1 Barbed Hierodule |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Two bio-cannons(2) '''Special rules:''' *'''Agile''' '''Options:''' *May take up to three biomorphs from the following list: ::- Transport chamber ······································ 15 pts. ::- Cellular bolster ············································ 15 pts. ::- Bio-plasma torrent ······································· 30 pts. ::- Gargantuan warp shield ······························· 40 pts. ::- Spore cloud ················································ 40 pts. ::- Synaptic regeneration ·································· 45 pts. ::- Psy-catalyst ··············································· 50 pts. ==== Harridan ==== 730 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Harridan | 4 | 5 | 10 | 8 | 8 | 3 | 4 | 10 | 3+ | Flying Gargantuan Creature | 1 Harridan |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Two bio-cannons(2) *Transport hooks '''Special rules:''' *'''Skilled Flyer:''' Harridan may re-roll failed Grounding tests. *'''Predator of the Skies:''' Harridan's Vector Strike deals D3 hits, or D6 if the target is a Swooping Flying Monstrous Creatures, Swooping Flying Gargantuan Creatures, Zooming Flyers and Zooming Super-heavy Flyers. '''Options:''' *May take any biomorph from the following list: ::- Cellular bolster ············································ 20 pts. ::- Gargantuan warp shield ······························· 50 pts. ::- regeneration ·································· 55 pts. ::- Psy-catalyst ··············································· 80 pts. ==== Hierophant ==== 950 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hierophant | 6 | 4 | 10 | 9 | 10 | 3 | 8 | 10 | 2+ | Gargantuan Creature | 1 Hierophant |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Lash whips *Two bio-cannons(3) *Synaptic regeneration *Spore cloud *Gargantuan warp shield '''Special rules:''' *'''Agile''' *'''Strider:''' Hierophant may move, run and charge through enemy units that does not include super-heavy vehicles or gargantuan creatures. All units, over which it moves suffer a number of Strength 1, AP- hits with Poisoned (4+) special rule, equal to the number of models in this unit over which Hierophant's base moved. At the stat of it's movement phase Hierophant may leave close combat its locked in, if there is no enemy gargantuan creatures, flying gargantuan creatures or super-heavy walkers in that combat. '''Options:''' *May take up to four biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs ············································ 30 pts. ::- Bio-plasma torrent ······································· 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray ······································· 40 pts. ::- Destroyer field ············································· 50 pts. ::- Psy-catalyst ··············································· 80 pts. ==== Viragon ==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it's own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It's surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult. The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it's mad frenzy to rid the world of it's potent defenders. It's wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet's destruction by the hive mind. Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it's claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it's flesh were ripped asunder and it's warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it's heart and ended it's life, but not before it tore down a massive chunk of the wall. But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it's foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it's species.</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Modeling notes <div class="mw-collapsible-content">TBD in full, but what we've seen of it in ''Conquest'' looks like a Tyrannofex's head and front two legs, with a Mawloc's tail growing out of its chin</div> </div> 1250 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Viragon | 9 | 3 | 10 | 8 | 8 | 5 | 10 | 10 | 2+ | Gargantuan Creature | 1 Viragon |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of Scything talons *Bio-lightning pulse *Destroyer field *Synaptic regeneration *Gargantuan warp shield '''Special rules:''' *'''Agile''' *'''Deep Strike''' *'''Feel No Pain (4+)''' *'''Fleet''' *'''Rampage''' *'''Destroyer Beast:''' Viragon may activate its destroyer field even if its out of synapse range. *'''Titan Crusher:''' Viragon may attempt to assault gargantuan creatures, gliding flying gargantuan creatures or super-heavy vehicles in the turn it enters from Reserve. *'''Burrow:''' An unengaged Viragon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Viragon cannot Deep Strike and Burrow in the same turn. *'''Quake Assault:''' When arriving from Deep Strike Reserve, a Viragon can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the apocalyptic blast marker directly over the spot the Viragon is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 10 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are resolved against their side armour. :If, after removing casualties, it is now possible to place the Viragon on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Viragon, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Viragon, move enemy models that prevent it to be placed away from the Viragon, until it could be placed normally. :At their next turn after Viragon Deep Strikes, all enemy models within 24" of it treat all terrain (including open ground) as Difficult Terrain. '''Options:''' *May take up to three biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs ············································ 30 pts. ::- Bio-plasma torrent ······································· 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray ······································· 40 pts. ::- Spore cloud ················································ 50 pts. ==== Dominatrix ==== 2250 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dominatrix | 8 | 4 | 10 | 10 | 16 | 4 | 8 | 10 | 2+ | Gargantuan Creature (C) | 1 Dominatrix |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of scything talons *Twin-linked bio-cannon(5) *Psy-catalyst *Synaptic regeneration *Destroyer field '''Special Rules:''' *'''Psyker (Mastery Level 4)''' *'''Feel No Pain''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Dominatrix Warp Field:''' Dominatrix have a 3+ invulnerable save. *'''Synaptic Domination:''' Dominatrix' synapse range is 36". *'''Source of Power:''' At the start of her movement phase Dominatrix may choose to halve her synapse range, to activate her destroyer field until the start of her next movement phase, without halving her attacks number. *'''Hive Mind's Nexus:''' The Dominatrix automatically knows all powers from the Hive Mind's Control and Hive Mind's Wrath disciplines, and pass her psychic tests on 2+. She cannot manifest more than 5 psychic power per turn though. *'''Monstrous Progenitor:''' The Dominatrix may spawn monstrous creatures at her Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a monstrous creature, she loses her Dominatrix Warp Shield untill the start of her next turn. The new unit must be placed no more than 6" from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1" of an enemy unit. Every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase. :The Dominatrix may spawn the following units of your choice, though each time she does this, she loses a number of Wounds, in the brackets with no saves of any kind allowed: ::*D3-1* Crinis (1) ::*D3 Carnifexes with double scything talons, and bio-plasma (1) ::*D3 Carnifexes with crushing claw, wrecking ball and stonecrusher ramshield (2) ::*D3 Carnifexes with double twin-linked devourers with brainleech worms (2) ::*D3-1* Dactylis (2) ::*1 Ecorcine (1) ::*1 Tyranofex with Acid Spray and thorax weapon of your choice (2) ::*1 Tyranofex with Ruptire Cannon and improved vision mutation (2) :::<nowiki>*</nowiki> to the minimum of one '''Options:''' *May take up to four biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs ············································ 30 pts. ::- Bio-plasma torrent ······································· 30 pts. ::- Spine-cloud spray ······································· 40 pts. ::- Spore cloud ················································ 50 pts. ::- Cellular bolster ············································ 60 pts.
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