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===Units=== ====Doom of Malan'tai==== 300 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 | 5 | 4 | 4 | 4 | 3 | 1 | 10 | 4+ | Infantry | 1 (Unique) |- |} <br style="clear: both; height: 0px;" /> '''Special Rules:''' *'''Adamantium Will''' *'''Eternal Warrior''' *'''Fear''' *'''Psyker (Mastery Level 5)''' *'''Preferred Enemy (Eldar, Dark Eldar, Harlequins, Ynnari, Slaanesh)''' *'''Shadow in the Warp''' *'''Split fire''' *'''Synapse Creature''' The doom of Malan'Tai adds its wound characteristic to its synapse range. *'''Very Bulky''' *'''Destroyer of Malan'tai''': Eldar (whether Craftworlder, Dark Eldar, Harlequins, or Ynnari) as well as models with the Mark of Slaanesh or Slaanesh Daemons suffer a -2 leadership penalty while within the Doom of Malan'tai's synapse range or when forced to take a leadership test of any sort inflicted by the Doom of Malan'tai or if targeted by a power that wounds based on Leadership by the Doom of Malan'tai. This is cumulative with any penalties they may already suffer for being in the Doom of Malan'Tai's synapse range. It may always reroll failed Deny the Witch Rolls, and denies on a 4+ against Eldar or Slaaneshi psykers. *'''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 its range. It use any power from the Hive Mind's wrath and malice disciplines (save for Psychic Scream) half as many additional times with no added warp charge cost as its wound characteristic, and may add the entirety of it to the range (at its standard wounds for example, the Doom of Malan'tai could manifest warp blast as Assault 3 with 4 additional inches of range). For Alien voice, it may add half its wound characteristic to its leadership roll. It may utilize any power from Hive Mind's wrath even if locked in assault, and can use Mind Breath, Warp Blast, or Despair in overwatch despite this not normally being allowable. It harnesses warp dice on a roll of 2. 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:''' The Doom of Malan'tai knows every power in the Hive Mind's Wrath and Hive Mind's Malice discipline. '''Options:''' *Mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:25/Syn:25) *May take a Tyrannocyte or a Malefactor as a Dedicated Transport. ====The Swarmlord==== 550 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | The Swarmlord | 10 | 5 | 6 | 6 | 6 | 6 | 6 | 10 | 2+ | 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 | 1 | Melee, Instant Death, Parry, Blade Fury, Shieldbreaker, Overwhelming Assault, Armourbane |- |}<br style="clear: both; height: 0px;" /> ::'''Parry:''' The Swarmlord, while equipped with two sets of Bone Sabres, has a 3+ invulnerable save against close combat attacks, rerolling ones. If for some reason he loses one of these sets, the swarmlord loses the ability to reroll ones. ::'''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. ::'''Overwhelming Assault:''' The Sheer number of angles that the Swarmlord constantly attacks from makes it difficult to form a defense and difficult to form an attack, improving the the Swarmlord's to hit rolls in assault by one (3+ to hit becomes 2+), and decreasing the to hit rolls of every enemy locked in assault with the swarmlord by 1 (5+ becomes 6+). '''Biomorphs:''' *Warp Field: The Swarmlord has a 4++ invulnerable save against shooting attacks. *Dopamine Injectors *Regeneration '''Special Rules:''' *'''Adamantium Will''' *'''Eternal Warrior''' *'''Fleet''' *'''It Will not Die''' *'''Know No Honor''' *'''Precision Shots''' *'''Precision Strikes''' *'''Psyker (Mastery Level 4)''' *'''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 mind eater and synaptic lynch-pin warlord traits. If your list is battleforged, the Swarmlord may generate an additional warlord trait, or can automatically generate master of the vanguard. *'''Alien Cunning:''' Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls and must subtract 1 from your enemy's reserve rolls. **'''Bullet Screening:''' Any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood within the Swarmlord's synapse range may make Look Out Sir! rolls for any friendly Codex:Tyranids units behind it as if they were part of the targeted unit. *'''Master Hive Tyrant:''' The Swarmlord is considered to have Hive Commander, Indescribable Horror, and Old Adversary. *'''Psychic Monstrosity:''' The Swarmlord's synapse range and shadow in the warp range are increased by 6" and the Swarmlord harnesses warp charge dice on a 2+ and never suffers perils. The Swarmlord may reroll deny the witch attempts. The Swarmlord may reroll a generated power and choose from the preferred result, and always receives the Primaris power of that discipline even if it has selected multiple disciplines. *'''Speed Synapse:''' All friendly units within the Swarmlord's synapse range (including the swarmlord itself) may add an additional three inches to their run and charge rolls, and may assault or shoot after running as per Onslaught (as such, if the Swarmlord rolls Onslaught, reroll for another power until one gets a power that is not Onslaught on a table of your choosing) *'''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. *'''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, Counter-Attack, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn. *'''The Destroyer of Galaxies:''' The Swarmlord's leadership may never be negatively affected and leadership tests forced by its actions (such as fear tests) are taken at a -2 leadership penalty. '''Options:''' *Mutations: (WS:-/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:-/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. '''Options:''' *May take up to three biomorphs from the following list: ::- Transport chamber ······································ 15 pts. ::- Cellular bolster ············································ 15 pts. ::- Destroyer field ············································· 30 pts. ::- Greater Flesh Hooks ············································· 30 pts. ::- Frag Spine Batteries ············································· 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 '''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. ::- Greater Flesh Hooks ············································· 30 pts. ::- Frag Spine Batteries ············································· 30 pts. ::- Gargantuan warp shield ······························· 40 pts. ::- Spore cloud ················································ 40 pts. ::- Synaptic regeneration ·································· 45 pts. ::- Psy-catalyst ··············································· 50 pts. ==== Harridan ==== 580 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 *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 ············································ 15 pts. ::- Greater Flesh Hooks ············································· 30 pts. ::- Frag Spine Batteries ············································· 30 pts. ::- Gargantuan warp shield ······························· 40 pts. ::- Regeneration ·································· 45 pts. ::- Psy-catalyst ··············································· 50 pts. ==== Cerebore ==== 600 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Cerebore | 4 | 3 | 10 | 10 | 10 | 3 | 4 | 10 | 2+ | Gargantuan Creature | 1 Cerebore |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of lash whips *Feeder Tendrils *Greater Flesh hooks *Bio-acid spray *Frag-spine Batteries *Amphibious Adaptations '''Special rules:''' *'''Feel no Pain''' (3+) *'''It Will Not Die''' (3+) *'''Transport beast''' A Cerebore may transport up to 50 models or two Monstrous Creatures. '''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. ::- Spine-cloud spray ······································· 40 pts. ::- Synaptic regeneration ·································· 45 pts. ::- Bio-cannon ·································· 45 pts. ==== Viciator ==== 600 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Viciator | 6 | 4 | 10 | 8 | 8 | 3 | 8 | 10 | 3+ | Gargantuan Creature | 1 Viciator |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Drooling Maw: Viciators have a large symbiotic organism that resides within its mouth. In exchange for protection, it produces a cocktail of volatile fluids that the Viciator is able to spray over a large area. When a Viciator attacks a vehicle it counts any armour values higher than 12 as 12. *Brainleech Hive *Greater Flesh Hooks *Spore cloud '''Special rules:''' *'''Agile''' *'''Tank hunter''' *'''Monster Hunter''' *'''Tank Eater''' A Viciator's close combat attacks are considered AP1. '''Options:''' *May replace Brainleech Hive with Deathscreamer Hive ······································ 25 pts *May take up to three biomorphs from the following list: ::- Transport chamber ······································ 15 pts. ::- Cellular bolster ············································ 15 pts. ::- Destroyer field ············································· 30 pts. ::- Frag Spine Batteries ············································· 30 pts. ::- Gargantuan warp shield ······························· 40 pts. ::- Spine-Cloud Spray ················································ 40 pts. ::- Synaptic regeneration ·································· 45 pts. ==== Nautiloid ==== 650 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Nautiloid | 6 | 3 | 10 | 10 | 10 | 4 | 10 | 10 | 2+ | Gargantuan Creature | 1 Nautiloid |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of lash whips *Feeder Tendrils *Greater Flesh hooks *Bio-acid spray *Frag-spine Batteries *Gargantuan Grasping Tongue *Amphibious Adaptations *Spore Cloud '''Special rules:''' *'''Feel no Pain''' (3+) *'''It Will Not Die''' (3+) *'''Feeder-beast:''' If a Nautiloid 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 Nautiloid attacks (both ranged and melee), it gains one Food token at the and of the phase, to the maximum of Twelve - At the start of the Movement phase a Nautiloid may expend up to six 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 Nautiloid may spend any number of Food tokens to recover one wound per two food tokens spent. *'''Savage:''' In close combat a Nautiloid can exchange all of its normal Attacks to make a Savage attack, resolved at its normal initiative. When doing so, place a large blast template for each 3 Attacks the Nautiloid has (including any bonus Attacks) in a base contact with the Nautiloidbase, 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 8, AP2 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits. '''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. ::- Spine-cloud spray ······································· 40 pts. ::- Synaptic regeneration ·································· 45 pts. ==== Hierophant ==== 750 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 *Synaptic regeneration *Spore cloud *Gargantuan warp shield '''Special rules: Agile''' '''Options:''' *May take up to four biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs ············································ 30 pts. ::- Bio-plasma torrent ······································· 30 pts. ::- Greater Flesh Hooks ············································· 30 pts. ::- Frag Spine Batteries ············································· 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 | 9 | 12 | 5 | 12 | 10 | 2+ | Gargantuan Creature | 1 Viragon |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of Scything talons *Bio-lightning pulse *Bio-Plasma Torrent *Frag Spine Batteries *Greater Flesh Hooks *Destroyer field *Synaptic regeneration *Gargantuan warp shield '''Special rules:''' *'''Agile''' *'''Deep Strike''' *'''Feel No Pain (4+)''' *'''It Will Not Die (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 six biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs (May be taken multiple times) ············································ 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray (May be taken multiple times, fires independently)······································· 40 pts. ::- Spore cloud ················································ 50 pts. ==== Viragon Prime==== <div class="toccolours mw-collapsible mw-collapsed" style="width:800px"> Fluff: <div class="mw-collapsible-content">Vicious synapse beasts who are among the apex of the Tyranids' many burrowing organisms, the Viragon Prime is somewhat difficult to tell apart from its non-synapse counterparts, but make no mistake, for the Hive Mind's presence exudes powerfully from them</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> 1500 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Viragon Prime | 10 | 4 | 10 | 9 | 12 | 6 | 12 | 10 | 2+ | Gargantuan Creature | 1 Viragon Prime |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of Scything talons *Bio-lightning pulse (with containment spines) *Bio-Plasma Torrent *Frag Spine Batteries *Greater Flesh Hooks *Destroyer field *Synaptic regeneration *Gargantuan warp shield '''Special rules:''' *'''Agile''' *'''Deep Strike''' *'''Feel No Pain (4+)''' *'''It Will Not Die (4+)''' *'''Fleet''' *'''Rampage''' *'''Synapse''' *'''Shadow in the Warp''' *'''Will of the Hive Fleet''' A Viragon Prime has a 24" inch synapse range. *'''Psyker (Mastery Level 4)''' A Viragon prime generates twice as many warp charges as its mastery level and manifests its powers with doubled range, and may manifest any power up to twice in a turn without rolling extra manifestation dice. It harnesses warp dice on a 3+ and may reroll failed deny the witch dice. *'''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 six biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs (May be taken multiple times)············································ 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray (May be taken multiple times, may fire independently)······································· 40 pts. ::- Spore cloud ················································ 50 pts. ==== Hydraphant ==== 2500 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Hydraphant | 6 | 4 | D | 10 | 15 | 4 | 15 | 10 | 2+ | Gargantuan Creature | 1 Hydraphant |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Scything talons *Lash whips *Two colossal bio-cannons(1) *Synaptic regeneration *Spore cloud *Gargantuan warp shield *Greater Flesh Hooks *Feeder Tendrils '''Special rules:''' *'''Feel no Pain(4+)''' *'''It will not Die(4+)''' *'''Agile''' *'''Trample Assault:''' Due to its large size, the Hydraphant will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Hydraphant in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature's base as it moves, resolve for a single destroyer strength hit. Following this, resolve the assault against the target as normal. *'''Colossus:''' The Hydraphant's stomp attacks use a large blast template, it is immune to dangerous terrain, non-witchfire psychic powers from the enemy, and can only be it in assault by a roll of a six from infantry, walkers, and monstrous creatures, and by a five when in assault with superheavy vehicles and gargantuan creatures unless they have a similar rule (such as the warlord titan) in which resolve assault as would be normal with their WS values. It may also aim any blast templates it utilizes wherever it chooses. '''Options:''' *May take up to Eight biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Transport sacs (May be taken multiple times to increase capacity)············································ 30 pts. ::- Greater Flesh Hooks (May be taken multiple times)············································· 30 pts. ::- Frag Spine Batteries (May be taken multiple times)············································· 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray (may be taken multiple times, does not count towards total weapons fired) ······································· 40 pts. ::- Bio-Atomic Breath ······································· 100 pts. ==== Dominatrix ==== 4000 pts. {| border="1" cellspacing="0" cellpadding="5" align="left" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv ! Unit Type ! Composition |- | Dominatrix | 8 | 5 | D | 10 | 20 | 5 | 20 | 10 | 2+ | Gargantuan Creature (C) | 1 Dominatrix |- |} <br style="clear: both; height: 0px;" /> '''Biomorphs:''' *Two pairs of scything talons *Two Colossal Bio-Cannons (2) *Psy-catalyst *Synaptic regeneration '''Special Rules:''' *'''Psyker (Mastery Level 6)''' *'''Feel No Pain (3+)''' *'''It Will Not Die (3+)''' *'''Know No Honor''' *'''Shadow in the Warp''' *'''Synapse Creature''' *'''Dominatrix Warp Field:''' Dominatrixes have a 3+ invulnerable save. *'''Synaptic Domination:''' Dominatrix' synapse range is 36". *'''Trample Assault:''' Due to its large size, the largest of all known land bound Tyranids; a Dominatrix will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Dominatrix in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature's base as it moves, resolve d3 Destroyer Strength Hits. Following this, resolve the assault against the target as normal. *'''Source of Power:''' The Dominatrix automatically knows all powers from the Hive Mind's Control, Hive Mind's Malice, and Hive Mind's Wrath disciplines, and pass her psychic tests on 2+. All psychic powers used by the Dominatrix have tripled range and may be cast thrice in a turn with no extra cost. The Dominatrix harnesses warp dice on a roll of 2+, and generates three times as many warp charges as its mastery level. The dominatrix passes deny the witch rolls on a 4+ and may reroll failed deny the witch rolls. The Dominatrix may only cast six powers per turn however. *'''Hive Mind's Nexus:''' The penalties for being in the Dominatrix's shadow of the warp field are doubled. E.G enemy psykers manifest their powers by two steps worse (usually only on a six) and take a -2 penalty on perils of the warp rolls, and models with the Psyker, Psychic Pilot, Daemon, Brotherhood of Sorcerers, or Brotherhood of Psykers suffer a -4 penalty to leadership, which is cumulative with any other penalties. All other enemy models suffer a -2 penalty to leadership. All tyranid models within Synapse range of the Dominatrix have a doubled synaptic bonus (e.g models with Instinctive Behavior Lurk gain a 2+ bonus to their cover saves). *'''Colossus:''' The Dominatrix rivals Mega-Gargants and Imperator class titans in size and as such is nearly unstoppable by smaller combatants. Any stomp attack made by the Dominatrix use a seven inch blast template, it is immune to dangerous terrain, non-witchfire psychic powers from the enemy, and can only be it in assault by a roll of a six from infantry, walkers, and monstrous creatures, and by a five when in assault with superheavy vehicles and gargantuan creatures unless they have a similar rule (such as the warlord titan) in which resolve assault as would be normal with their WS values. It may also aim any blast templates it utilizes wherever it chooses. *'''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 Twelve biomorphs from the following list: ::- Incendiary ichor ··········································· 25 pts. ::- Greater Flesh Hooks (May be taken multiple times)············································· 30 pts. ::- Frag Spine Batteries (May be taken multiple times)············································· 30 pts. ::- Cellular bolster ············································ 40 pts. ::- Spine-cloud spray (may be taken multiple times, does not count towards total weapons fired) ······································· 40 pts. ::- Spore cloud ················································ 50 pts. ::- Cellular bolster ············································ 60 pts. ::- Bio-Atomic Breath ······································· 100 pts.
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