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Codex - Tyranids: /tg/ edition
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====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鈥檚 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 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 10 pts. ::- Flesh hooks 路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路路 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.
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