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Codex - Tyranids: Hungry Swarmhost Edition
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==Tyranid Biomorphs== ===Melee Biomorphs=== (re)'''Designer’s Note:''' ''Tyranid Melee weapons come as pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.'' *'''Crushing Claws and Wrecking Ball''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Crushing Claws | - | +1 | 2 | Melee, Armourbane, Unwieldy, Crusher |- | Crushing Claw and Wrecking Ball | - | +1 | 2 | Melee, Armourbane, Unwieldy, Wrecker, Sweep |- |}<br style="clear: both; height: 0px;" /> ::'''Crusher:''' Model, equipped with atleast one set of Crushing Claws gain +D3 additional attacks in close combat for each set. A model equipped with two ets of crushing claws gets double strength instead of +2. ::'''Wrecker:'''Model, equipped with a set of Crushing Claw and Wrecking Ball have +1 bonus for penetrating building armour and building damage rolls. ::'''Sweep:''' Model, equipped with a set of Crushing Claw and Wrecking Ball may forgo all of it's attacks in close combat to deal a single automatic hit with S:User and AP:3 for each enemy model in a base contact with it. *'''Boneswords and Lash Whips''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Boneswords | - | User | 3 | Melee, Life Drain, Parry |- | Lash Whips | - | User | - | Melee, Constrict |- | Bonesword and Lash Whip | - | User | 3 | Melee, Life Drain, Parry, Constrict |- |}<br style="clear: both; height: 0px;" /> ::'''Life Drain:''' Model, equipped with a set of Bonesword and Lash Whip inflict Instant Death in close combat on to wound roll of 6. Model, equipped with a set of two Boneswords inflict Instant Death in close combatt on to-wound roll of 5+. Model, equipped with two sets of Boneswords inflict Instant Death in close combat on to-wound roll of 4+. ::'''Parry:''' Models equipped with a set of Bonesword and Lash Whip have 6+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with a set of two Boneswords have 5+ invulnerable save during Fight subphase of the Assault Phase. Models equipped with two sets of Boneswords have 4+ invulnerable save during Fight subphase of the Assault Phase. ::'''Constrict:''' All enemy models in base contact with a model equipped with a set of Bonesword and Lash Whip strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with a set of two Lash Whips strike at Initiative step 1 in close combat. All enemy models within 3" of a model equipped with two sets of Lash Whips strike at Initiative step 1 in close combat, and their Weapons Skill is lowered by one. *'''Rending Claws''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 5 | Melee, Diamantine Tips |- |}<br style="clear: both; height: 0px;" /> ::'''Diamantine Tips:''' Close combat attacks of a model equipped with a set of two Rending Claws have Rending special rule. Close combat attacks of a model equipped with two sets Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 5+ rather than 6. *'''Scything Talons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 6 | Melee, Slashing Attacks |- |}<br style="clear: both; height: 0px;" /> ::'''Slashing Attacks:''' Model, equipped with a set of two Scything Talons may re-roll to-hit results of 1 in close combat. Model, equipped with two sets of Scything Talons may re-roll all failed to-hit rolls in close combat. *'''Sickle Claws''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 2 | Melee, Sickle Strike |- |}<br style="clear: both; height: 0px;" /> ::'''Sickle Strike:''' On a roll of a 4+ to Wound, an attack inflicted by a Sickle Claw has the Instant Death special rule. *'''Grasping Talons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +1 | 2 | Melee, Spine-Maw Strike |- |}<br style="clear: both; height: 0px;" /> ::'''Spine-Maw Strike:''' When an attack with this special rule results in at least one 6 To Hit, it may make a single additional Spine Maw attack in Initiative step 1 (see rules below) *'''Thorax Spine-Maw''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +4 | 1 | Melee, Instant Death, Digestion Spine |- |}<br style="clear: both; height: 0px;" /> ::'''Digestion Spine:''' When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model's controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule ===Ranged Biomorphs=== *'''Acid Spray''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 6 | 4 | Assault 1, Torrent, Dissolve |- |}<br style="clear: both; height: 0px;" /> ::'''Dissolve:''' Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn't penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game. *'''Bio-electric Pulse Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Bio-electric pulse | 18" | 5 | 5 | Assault 6, Lightning Shock |- | Bio-electric pulse with containment spines | 18" | 5 | 5 | Assault 12, Lightning Shock |- |}<br style="clear: both; height: 0px;" /> ::'''Lightning Shock:''' Each time weapon with this special rule rolls a "six" to hit a vehicle, this hit gains Haywire special rule. *'''Bio-Plasma''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 7 | 2 | Assault 1, Blast, Maw Cannon |}<br style="clear: both; height: 0px;" /> ::'''Maw Cannon:''' Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at the weapons normal Strength and AP, resolved at Initiative step 1. *'''Bio-Plasmic Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Single Shot | 36" | 7 | 2 | Assault 1, Large Blast |- | Barrage | 36" | 7 | 2 | Assault 3, Blast |- | Fusillade | 36" | 7 | 2 | Assault 6 |- |}<br style="clear: both; height: 0px;" /> *'''Choking Cloud''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 3 | - | Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience |- |}<br style="clear: both; height: 0px;" /> ::'''Predatory Sentience:''' Hits from this weapon gain Armourbane special rule against open-topped vehicles, and vehicles that are not at their full Hull Points value. *'''Cluster Spines''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 5 | - | Assault 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> *'''Deathspitter Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Deathspitter | 18" | 5 | 5 | Assault 3 |- | Deathspitter with deathscreamer grubs | 18" | 7 | 5 | Assault 6 |- |}<br style="clear: both; height: 0px;" /> *'''Devourer Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Devourer | 18" | 4 | - | Assault 3, Neural Agony |- | Devourer with brainleech worms | 18" | 6 | - | Assault 4, Neural Agony |- |}<br style="clear: both; height: 0px;" /> ::'''Neural Agony''': A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase. *'''Drool Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Torrent | Template | 5 | 3 | Assault 1, Torrent |- | Split | 18" | 6 | 3 | Assault 2, Sticky Ooze |- |}<br style="clear: both; height: 0px;" /> ::'''Sticky Ooze''': When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures. *'''Thorax Biomorphs''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Desiccator larvae | Template | 1 | - | Assault 1, Thorax, Fleshbane |- | Electroshock grubs | Template | 5 | 5 | Assault 1, Thorax, Haywire |- | Shreddershard Beetles | Template | 3 | - | Assault 1, Thorax, Rending, Shred |- | Bloodseeker Flies | Template | 1 | - | Assault 1, Thorax, Blind |- | Mindflayer Worms | Template | 4 | - | Assault 1, Thorax, Neural Agony |- |}<br style="clear: both; height: 0px;" /> ::'''Thorax''': Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase. *'''Flamespurt Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" | Flamespurt Cannon ! Range ! S ! AP ! Type |- | -Moving | Template | 5 | 4 | Assault 1, Spurt |- | -Stationary | Template | 5 | 4 | Heavy 1, Torrent |}<br style="clear: both; height: 0px;" /> ::'''Spurt''': In close combat models equipped with weapons with this special rule may exchange all of it's attacks to deal D3 automatic hits at the weapons strength and AP, resolved at double the model's Initiative step. These hits counts as flame weapons. *'''Fleshborer Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Fleshborer | 12" | 4 | 5 | Assault 1 |- | Fleshborer hive | 18" | 4 | 5 | Assault 20, Rending |- |}<br style="clear: both; height: 0px;" /> *'''Grasping Tongue''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 12" | 6 | 2 | Assault 3, Ignores Cover, Precision Shots |- |}<br style="clear: both; height: 0px;" /> *'''Impaler Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 8 | 3 | Assault 2, Homing, Ignores Cover |- |}<br style="clear: both; height: 0px;" /> ::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight. *'''Rupture Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 48" | 10 | 2 | Assault 2, Chain Reaction |- |}<br style="clear: both; height: 0px;" /> ::'''Chain Reaction:''' If both shots from the Rupture Cannon hit, those hits gain AP1 and the Armourbane special rule. *'''Shock Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 5 | 5 | Assault 1, Blast, Homing, Haywire |- |}<br style="clear: both; height: 0px;" /> ::'''Homing:''' Weapons with this special rule can be fired at targets out of the unit's line of sight. *'''Spike Rifle''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 3 | 5 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> *'''Spinefist Weapon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Spinefist | 12" | 3 | 5 | Assault X, Punch Gun, Twin-Linked |- | Heavy Spinefist | 12" | 5 | 5 | Assault X, Punch Gun, Twin-Linked |- |}<br style="clear: both; height: 0px;" /> ::'''Punch Gun''': Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots. *'''Stinger Salvo''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18" | 5 | 4 | Assault 4 |- |}<br style="clear: both; height: 0px;" /> *'''Strangler Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" |- ! ! Range ! S ! AP ! Type |- | Strangleweb | Template | 2 | 6 | Assault 1, Pinning, Shred |- | Barbed Strangler | 36" | 4 | 5 | Assault 1, Shred, Large Blast, Pinning |- | Stranglethorn Cannon | 36" | 6 | 4 | Assault 1, Shred, Large Blast, Pinning |- |}<br style="clear: both; height: 0px;" /> *'''Tentaclids''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 36" | 5 | 5 | Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only |- |}<br style="clear: both; height: 0px;" /> ::'''Seeking:''' If a model makes a shooting attack with a weapon with this special rule against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon. ::'''Independent Missiles:''' Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase and any number of them may be fired in addition to other weapons. *'''Venom Cannon Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Venom Cannon (single shot) | 36" | 7 | 4 | Assault 1, Blast |- | Venom Cannon (salvo) | 36" | 7 | 4 | Assault 2 |- | Heavy Venom Cannon (single shot) | 36" | 9 | 3 | Assault 1, Blast |- | Heavy Venom Cannon (salvo) | 36" | 9 | 3 | Assault 2 |- |}<br style="clear: both; height: 0px;" /> *'''Spore Mine Weapons''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Spore Mine Cyst | - | X* | X* | Assault 1, Barrage, Spore Burst, Spore Bomb |- |- | Spore Mine Launcher | 48" | X* | X* | Assault 1, Barrage, Spore Burst |- | Bio-Plasmic Spore Launcer | 24-240" | 9 | 2 | Ordnance 1, Barrage, Large Blast |- |}<br style="clear: both; height: 0px;" /> ::'''Spore Bomb:''' Unlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above. ::'''Spore Burst:''' If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3" of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game. ::<nowiki>*</nowiki> Spore Mine weapons can use a wide variety of different mines, which define weapon's Strength, AP and additional rules. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! S ! AP ! Additional rules |- | Frag Mine | 4 | 4 | Large Blast, Frag Bombardment |- | Toxin Mines | 1 | 3 | Assault 1, Blast, Poisoned (3+) |- | Acid Mines | 6 | 3 | Assault 1, Blast, Armourbane, Direct Hit |- | Char Mines | 7 | 3 | Assault 1, Large Blast, Aerial Minefield, Melta* |- |}<br style="clear: both; height: 0px;" /> ::'''Frag Bombardment:''' Any unit that charges a unit has being hit by at least one Frag Mine during previous Shooting phase does not suffer penalties to it's Initiative for charging through Difficult terrain. ::'''Direct Hit:''' Acid Mines hit only the model directly under the blast's central hole. If the blast hits enemy models but the central hole not, count it as a miss and place an Acid Spore Cluster as described per Spore Burst rule. ::'''Aerial Minefield''' Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and does not affect any other models. ::<nowiki>*</nowiki> Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole. ===Upgrade Biomorphs=== *'''Acid Blood:''' For each unsaved Wound a model with this biomorph suffers in close combat, the enemy unit that inflicted the Wound must take an Initiative test at the end of the current Initiative step. For each test that is failed, the unit that inflicted the Wound immediately suffers a Strength 5 AP2 hit with the Ignores Cover special rule. *'''Acid Maw:''' In close combat, a model with this biomorph can make a single additional acid maw attack, resolved at Initiative step 1 with the following profile: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 5 | 2 | Melee |- |}<br style="clear: both; height: 0px;" /> *'''Adamantine Tusks:''' A model with this upgrade gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, it's Hammer of Wrath attacks gain a +1 Strength bonus. *'''Adrenal Glands:''' A model with this biomorph has the Fleet and Furious Charge special rules. *'''Amphibious Adaptations:''' A model with this biomorph count water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule. *'''Antidote Glands:''' A unit with at least half models (round up) with this biomorph treats hits with Poisoned weapon as Poisoned rule being two steps worse to the minimum of 6+, so, for example, 4+ poison become 6+ and 2+ - 4+. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper. *'''Burrowing Limbs''' Units composed entirely with models with this upgrade may Deep Strike within 12" from a friendly Trygon, Trigon Prime, or Mawloc tunnel or within 6" from a ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally. *'''Blinding Venom:''' In close combat, a model with this biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | 3 | - | Melee, Poisoned 6+, Blind |- |}<br style="clear: both; height: 0px;" /> *'''Dopamine Injector''' A model with this biomorph has the Feel No Pain special rule. *'''Enhanced Leg Muscles:''' A model with this upgrade has the Crusader special rule. *'''Feeder Tendrils:''' A model with this biomorph gain the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule. *'''Flesh Hooks:''' Models equipped with this biomorph has Move Through Cover special rule, don't suffer the penalty to their Initiative for charging enemies through difficult terrain, automatically pass Impact tests and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below: :{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 6" | User | - | Assault 2 |- |}<br style="clear: both; height: 0px;" /> *'''Feeding Frenzy Trigger:''' A model with this upgrade has the Rampage special rule. *'''Hive Mind Direct Link''': A Hive Tyrant with this upgrade has the Eternal Warrior special rule. *'''Implant Attack:''' If a model has this biomorph, its close combat attacks cause Instant Death on a roll of 6 To Wound. *'''Implanted Mechanism Disruption Instincts:''' A model with this upgrade has the Tank Hunters special rule. *'''Implanted Organism Killing Instincts:''' A model with this upgrade has the Monster Hunters special rule. *'''Increased Muscle Density:''' When a model with this upgrade performs a Smash attack, it halves the number of its attacks, instead of reducing them to one. *'''Pressure Detection Sensors:''' A model with this upgrade has the Interceptor special rule. *'''Psychic Deflection Bio-Crystals:''' A model with this upgrade has the Adamantium Will special Rule. *'''Regeneration:''' At the end of each friendly turn, roll a D6 for each model with this biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle. *'''Serrated Blades:''' If a model has this biomorph, its close combat attacks have the Shred special rule. *'''Snake Body:''' A model with this upgrade changes it's type to Beast and has the Deep Strike special rule. *'''Spine Banks:''' Spine Banks count as assault grenades as described in Warhammer 40 000 rulebook, except each model in a unit can fire them in their shooting phase. *'''Spring Coil Musculature:''' A model with this upgrade has the Hit And Run special rule. *'''Stonecrusher Ramshield:''' A model with this upgrade deals one extra Hammer of Wrath attack, it's Hammer of Wrath attacks are AP3, and all shooting attacks against it suffer -1 penalty to Strength. *'''Simplifiede Thought-Implantation:''' A model with this upgrade does not test for Instinctive Behaviour and has the Fearless special rule. It may still take a leadership test to gain Synaptic Bonuses as normal. *'''Three-Dimensional Thought Patterns:''' At the beginning of each shooting phase, a model with this upgrade may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that Shooting phase. *'''Toxic Miasma:''' Once per game, in any Assault phase, a unit with this biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules. *'''Toxin Sacs:''' If a model has this biomorph, its close combat attacks have the Poisoned special rule. *'''Warp Shield Projector:''' A model with this upgrade has a 5+ invulnerable save, while it's within synapse range. *'''Wide-Spectrum Retinas:''' A model with this upgrade has the Night Vision and Acute Senses special rules. *'''Wings:''' If a Monstrous Creature has this biomorph, its unit type is Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type. *'''Tail Biomorphs:''' A tail biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a heavy venom cannon, a lash whip and bonesword, a prehensile pincer and toxin sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its prehensile pincer tail attack have either the Smash or Poisoned special rules. :{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Bone mace | - | 8 | - | Melee, Unwieldy |- | Prehensile princer | - | 6 | 5 | Melee |- | Thresher scythe | - | 4 | 4 | Melee, Rending |- | Toxin spike | - | 1 | 6 | Melee, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" /> ===Mutations=== In a units profile there is a section called "Mutations",followed by a set of numbers: for example a Termagant is (WS:1/BS:1/S:1/T:1/W:-/I:-/A:-/Ld:1/Sv:-/Psy:-/Syn/-). This relates to the cost of the mutations per model; a dash signifies that the model may not take this level of mutation. *'''(WS) - Superior Neural Connections:''' +1 Weapons Skill *'''(BS) - Improved Vision:''' +1 Ballistics Skill *'''(S) - Overgrown Muscles:''' +1 Strength *'''(T) - Hardened Carapace:''' +1 Toughness *'''(W) - Redundant Organs:''' +1 Wounds *'''(I) - Duplicated Reflex Chains:''' +1 Initiative *'''(A) - Explosive Muscle Action:''' +1 Attack *'''(Ld) - Fear Inhibitors:''' +1 Leadership *'''(Sv) - Armored Shell:''' +1 Armor Save *'''(Psy) - Secondary Brain:''' Improves Mastery Level by 1. *'''(Syn) - Synaptic Enhancement:''' Improves synapse range by 6" ===Apex Biomorphs=== *'''The Maw-Claws of Thyrax''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | User | 4 | Melee, Assimilate, Hardened Diamantine Tips |- |}<br style="clear: both; height: 0px;" /> ::'''Assimilate:''' If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty. ::'''Hardened Diamantine Tips:''' Close combat attacks of a model equipped with the Maw-Claws of Thyrax have Rending special rule, which triggers on 5+ rather than on 6. Close combat attacks of a model equipped with the Maw-Claws of Thyrax and Rending Claws have Rending special rule, which triggers on to-wound or to-penetrate roll of 4+ rather than 6. *'''The Norn Crown''' ::A model with the Norn Crown adds 6" to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model's invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save. *'''The Miasma Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Miasmic Split | 36" | 1 | 4 | Assault 1, Large Blast, Poisoned (2+) |- | Miasmic Spray | Template | 1 | 4 | Assault 1, Torrent, Poisoned (2+) |- |}<br style="clear: both; height: 0px;" /> *'''The Ymgarl Factor''' ::At the start of it's movement phase, a model with the Ymgarl Factor 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:''' The model has +D3 Strength. ::*'''Tentacled Limbs:''' The model has +D3 Attack. ::*'''Muscle Carapace:''' The model has +D3-1 Toughnes. *'''The Reaper of Obliterax''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | - | +2 | 2 | Melee, Life Drain*, Parry*, Constrict* |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> The Reaper of Obliterax count as both a set of two Boneswords and a set of two Lash Whips for the purpose of these special rules. *'''The Warp Corroding Venom Cannon''' ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Single Shot | 36" | 9 | 2 | Assault 2, Blast, Aetherbane |- | Salvo | 36" | 9 | 2 | Assault 3, Aetherbane |- |}<br style="clear: both; height: 0px;" /> ::'''Aetherbane:''' The Warp Corroding Venom Cannon gains a +1 modifier to Strength against units which contain at least one model with the Daemon, Psyker, Psychic Pilot, Brotherhood of Psykers or Brotherhood of Sorcerers special rule. Successful invulnerable saves against wounds or penetrating/glancing caused by the Warp Corroding Venom Cannon must be re-rolled.
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