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=Lore=
{{awesome}}
=Rules=
 
==Hive Fleet Adaptation==
[[File:Ashes_of_Yggdrasil.jpg|center|500px]]
==Stratagem==
 
==Warlord Trait==
This is a supplement to be used alongside the 9th Edition Tyranid Codex.
==Biomorphs==
 
===Melee Biomorphs===
=Nidhoggr Hive Fleet=
*'''Devil's Implements'''
==Lore==
A hive fleet of fire and rock, born from a charred planet. TBA
 
==Rules==
All the rules in this section are meant to be used alongside the Tyranids 9th Edition Codex.
 
===Hive Fleet Adaptation===
'''Burning Heat:''' ''The fires produced by the agents of the Devouring Flame make it nearly impossible to hide behind sturdy protections, for nothing can resist the burning temperatures.''
:Each time a model with this adaptation makes an attack, improve the Armor Penetration characteristic of that attack by 1.
 
'''Adaptive:''' Each time a unit with this adaptation makes a melee attack, on an unmodified wound roll of 6, improve the Damage characteristic of that attack by 1.
 
'''Hyper-adaptation:''' You can swap this hive fleet’s Adaptive rule for one of the followings:
:'''-Augmented Ferocity:''' Add 1 to charge rolls made for units with this adaptation.
:'''-Extra-caustic Fumes:''' At the end of the turn, roll a die for each enemy unit within 3" of a {{W40kKeyword|Monster}} model with this adaptation; on a 4+, that unit suffers D3 mortal wounds, 3 on a roll of 6.
:'''-Scorching Salvoes:''' Each time a unit with this adaptation makes a ranged attack, the target does not receive the benefits of cover against that attack.
:'''-Tectonic Shell:''' Each time an attack is allocated to a {{W40kKeyword|Monster}} model with this adaptation, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
:'''-Unfeeling Resilience:''' Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
:'''-Unstoppable Swarm:''' Units with this adaptation can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls.
 
===Stratagem===
'''Burning Rain (1/2 CP) - Battle Tactic Stratagem:''' ''As the flaming terrors of the Nidhoggr soar the skies, the darkness is driven back by millions of tiny drops of burning acid that fall down like deadly shooting stars.
:Use this Stratagem at the end of your Movement phase and select one {{W40kKeyword|Nidhoggr}} {{W40kKeyword|Aircraft}} unit from your army. Select one enemy unit that was passed over by the selected model. Roll six D6s for each {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} model in that unit and roll one D6 for each other model in that unit (to a maximum of ten D6s): for each 3+, that unit suffers 1 mortal wound; if your selected unit is {{W40kKeyword|Titanic}}, then double the amount of D6 rolled for each model to a maximum of twenty D6s. An {{W40kKeyword|Harpy}} may not be chosen as the target of this Stratagem and use its ''Spore Mine Cysts'' rule to inflict mortal wounds in the same turn. This Stratagem costs 2 Command Points if the targeted model is {{W40kKeyword|Titanic}}, otherwise it costs 1 Command Point.
 
'''Core Meltdown (2 CP) - Epic Deed Stratagem:''' ''As a last resort, this beast's internal furnace burns all the available fuel while secondary temperature-regulating organs are sealed. The temperature and explosive fumes build up until the entire exoskeleton bursts open with a bright flash, melting everything in a pyroclastic explosion.''
:Use this Stratagem in any phase, when a {{W40kKeyword|Nidhoggr}} {{W40kKeyword|Monster}} model from your army (excluding {{W40kKeyword|Titanic}} models) is destroyed. If that model has an ability that is triggered on a dice roll upon its destruction (e.g. Death Throes) that rule has no effect; instead, before removing the model, roll a die for each unit within 6" of that model. On a 2-3 that unit suffers D3 mortal wounds, 3 on a 4-5, D3+3 on a 6.
 
'''Internal Sun (2 CP) - Strategic Ploy Stratagem:''' ''The creature of the Nidhoggr can produce an incredible heat seemingly out of nothing. It is not known how those beasts manage to survive but one thing is certain, no simple soldier can withstand these iron-melting temperatures.''
:Use this Stratagem at the end of your Fight phase. Choose a single {{W40kKeyword|Internal Furnace}} {{W40kKeyword|Nidhoggr}} model and roll a die for each non-{{W40kKeyword|Nidhoggr}} model within 1" of it; on a 3+ that model's unit suffers a mortal wound.
 
===Hive-fleet Psychic Power===
All {{W40kKeyword|Nidhoggr}} {{W40kKeyword|Psyker}} units automatically know the following power in addition to any other.
 
'''Ignition:''' ''By focusing its own internal heat and that of creatures around it, the psyker fires a narrow beam of energy that incinerates flesh and melts ceramite as if it was snow on a fire.''
:Witchfire: ''Ignition'' has a warp charge value of 7. If manifested, select an enemy unit within 18" of this {{W40kKeyword|Psyker}} and draw a straight line between the closest point of its base and that of the closest model in the target unit. Roll a die for the target unit and each other enemy unit the line passes over; on a 4+ that unit suffers D3 mortal wounds, 3 on a 6+, D3+3 on a 10+, 6 on a 12+. Add 1 to the roll for every friendly {{W40kKeyword|Nidhoggr}} unit within 3" of the {{W40kKeyword|Psyker}} (other than the model itself), 2 if the unit is a {{W40kKeyword|Monster}} or contains six or more models, up to a maximum of +6 (an unmodified roll of 1 always fails).
 
===Warlord Trait===
'''Bane of Flesh and Metal:''' ''The insatiable hunger of this organism, paired with the incinerator in its belly, mean that nothing, be it organic or inorganic can stand in its way.''
*Each time this {{W40kKeyword|Warlord}} makes a melee attack, you can re-roll the wound roll.
*Each time this {{W40kKeyword|Warlord}} makes a melee attack, if the target is a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}, add 1 to that attack's Damage characteristic.
 
'''Hellspawn:''' ''The leader beast of the Nidhoggr is a demonic creature of ash and hatred. The heat produced by its body reaches impossible heights and all enemies kneel down and melt at its sight.''
*During deployment, you may instead set this {{W40kKeyword|Warlord}} deep underground, waiting for the right time to strike. At the end of any of your movement phases this model can burrow up and out of the rock in a fiery eruption of magma and razor-sharp limbs; set this model up anywhere on the battlefield that is more than 6" away from any enemy models, after that, every enemy unit within 9" suffers D3 mortal wounds on a roll of 2+.
*At the end of every turn roll a die for every non-{{W40kKeyword|Nidhoggr}} unit within 6” of this {{W40kKeyword|Warlord}}; on a 4+ that unit suffers 1 mortal wound.
 
'''Undying Flame:''' ''A perpetual fire harbors in the body and spirit of this organism and it can't be extinguished even by the most brutal weaponry.''
*Each time this {{W40kKeyword|Warlord}} would lose a wound, roll one D6: on a 5+, that wound is not lost.
*When this {{W40kKeyword|Warlord}} is slain, before removing it from play, it may fight as if it was the Fight phase. If your {{W40kKeyword|Warlord}}'s characteristics change as it suffers damage, consider it as having its full number of wounds when resolving those attacks.
 
===Synaptic Imperatives===
The strange synaptic organisms of the Nidhoggr can infuse their underlings with new and deadly abilities. Much like normal Synaptic Imperatives, you may choose to use the ones found below if your army contains the corresponding model. All other rules related to Synaptic Imperatives still apply.
 
'''Linnorm - Pyroclastic Ambush:''' ''x''
:While this Synaptic Imperative ability is active for your army and a friendly {{W40kKeyword|Nidhoggr}} unit is within 6" of this {{W40kKeyword|Synapse}} model, each time a ranged attack of that unit targets an enemy unit that is within 12" of another {{W40kKeyword|Nidhoggr}} unit, an unmodified hit roll of 6 automatically wounds the target.
 
'''Surtr-Class Swarmlord - Consuming Inferno:''' ''x''
:While this Synaptic Imperative ability is active for your army and a friendly {{W40kKeyword|Nidhoggr}} unit is within 6" of this {{W40kKeyword|Synapse}} model:
:*Add 1 to the Attacks characteristic of {{W40kKeyword|Infantry}} models in that unit.
:*Add 2 to the Attacks characteristic of {{W40kKeyword|Monster}} models in that unit.
 
===Biomorphs===
====Bio-artefact Relics====
The Relics found below represent mutations found in the fleet of the Molten Empress. These Relics may only be given to {{W40kKeyword|Nidhoggr}} models and all other rules regarding Relics still apply.
 
*'''Crown of the Molten Lord:''' ''The signature feature of a hive tyrant who terrorized the worlds of the Mua'dha system, the beast was capable of making the earth burst into erratic eruptions of lava seemingly with just its roars. The chitin extrusions that form the so-called crown are actually only half of the mechanism, these horns are partially empty and act as a way for the bearer to sense minute vibrations in the ground; these vibrations are the true secret, as they are actually caused by a specific sub-type of Wyrms that, once in positions, detonate violently underground as a response to the leader beast's scream. This is not only effective in delivering damage and hitting high-priority targets but also acts as a form of psychological blow that leaves the wounded and those who got away paranoid for a new attack.''
::Once per battle, at the end of your opponent's Movement phase, you can choose up to three enemy units within 18" of the bearer and roll a D6. Subtract 1 from the result if the unit is a {{W40kKeyword|Character}} but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3+1 mortal wounds; on a 7+ it suffers D3+3 mortal wounds instead. Units affected suffer a permanent penalty of 2 to their Leadership characteristic.
 
*'''Pyroclastic Hide:''' ''A peculiar adaptation, once widely found in many creatures of the hive fleet, that has now been deemed too demanding to be produced on mass. A mixture of pyroclastic materials and metallic composites covers the creature's skin and protects the bearer via controlled micro-bursts of energy; when a powerful attack threatens the beast, an innate reflex detonates the concoction in its entirety to deflect the blow. This extreme defensive mechanism can't be used in rapid succession though, and needs some time to recharge.''
::This model has a 4+ invulnerable save against attacks with a Strength characteristic of 8 or less. Once per battle round, when an attack with a Strength characteristic of 9 or more is made against this model, you may choose the detonate the pyroclastic hide; if you do, that attack is automatically saved. After that, until the beginning of the next battle round, you can't utilize the invulnerable save given by this Relic.
 
*'''The Devil's Implements:''' ''This infernal pair of a bonesword and lash whip has a crude history among many scorched worlds of the galaxy and was originally found on the Balor-class commanding organisms in the beginning years of the Nidhoggr. The two tools are sentient and dance with a mind of their own around the victim like vultures ready to strike; the smoldering whip burns the flesh, while a single touch of the curved blade overcharges the pain receptors to the point of bursting. Such horrific bio-weapons seem to feast on the pain they cause and like to finish their prey slowly, among their tortured screams of mercy.''
::Model equipped with monstrous bonesword only. This Relic replaces a monstrous bonesword and has the following profile:
::{| class=wikitable
::{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Devil's Implements''' || Melee || Melee || User || -3 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls. A target wounded by this weapon takes a  penalty of 1 to its armour save and an extra -1 penalty if it is in combat with the Balor Hive Tyrant for 2 or more rounds.
|'''The Devil's Implements''' || Melee || Melee || +3 || -4 || 3 || When an enemy model is within Engagement Range of this model, each time it makes an attack it must subtract 1 from the hit rolls. In addition, if this weapon successfully wounds at least one enemy model, roll two D6 and compare the result to the target's Leadership characteristic; if the roll is equal or higher, that model's unit suffers D3 mortal wounds in addition to the normal damage.
|}
|}


*'''Gargantuan Rending Claws'''
====Upgrade Biomorphs====
::{| class=wikitable
To represent the strange adaptations of the Nidhoggr Hive Fleet, {{W40kKeyword|Nidhoggr}} {{W40kKeyword|Monster}} units in your army (that are not unique) may take any of the following biomorphs as upgrades.
 
*'''Geothermal Jets:''' In your Movement phase, if this model Remains Stationary or moves a total distance of less than half its Move characteristic, until the end of the turn, each time this model declares a charge, roll one additional D6 and discard one of the dice when making the charge roll. - +10 pts.
*'''Internal Furnace:''' This model gains the {{W40kKeyword|Internal Furnace}} keyword. In addition, roll a die each time this model destroys an enemy {{W40kKeyword|Vehicle}} during the Fight phase; on a 4+ that model regains D3 lost wounds. - +15 pts.
 
===Available Biomorphs===
The highly erratic nature of the Nidhoggr hive fleet differentiates it from other tendrils. Due to the intrinsic nature of the biomorphs present, the smaller types such as gaunts and genestealers wouldn't be able to survive the extreme internal heat. For this, the Norn Queen known as the Molten Empress privileges bigger organisms and has adapted new strains to fill the gaps of the discarded specimens.
 
While creating a {{W40kKeyword|Nidhoggr}} army, you may not include any of the following units:
''Broodlord'', ''Old One Eye'', ''The Swarmlord'', ''Gargoyles'', ''Hormagaunts'', ''Termagants'', ''Genestealers'', ''Pyrovores'', ''Parasite of Mortrex'', ''Ripper Swarms'' and/or ''Sky-slasher Swarms''.
 
You may instead include the following units:
''Garmriex'', ''Linnorm'', ''Surtr-Class Swarmlord'', ''Suam'O'', ''Ignis-Class Pyrovores'', ''Wyrm Swarms'' and/or ''Magma Corer''.
 
===Peculiar Biomorphs===
====HQs====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
=====Garmriex=====
<div class="mw-collapsible-content">
''Garmriexes are a modified version of the genestealer genus, trading the synaptic and reproductive abilities of the broodlord for additional speed and fury. Instead of stalking the prey in the shadows, these biomorphs remain buried underground, inside ruined infrastructures or other places where unsuspecting victims may search for shelter. When a non-Tyranid organism draws too close, they burst from the ground and maul the unfortunate victim before burrowing back in wait.''</div>
This unit contains 1 Garmriex ('''Power Rating: 6''').
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|-
|'''Gargantuan Rending Claws''' || Melee || Melee || X2 || -5 || 2D3 || Make 2 hit rolls for each attack with this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
| Garmriex || 8" || 2+ || 6+ || 6 || 5 || 7 || 7 || 10 || 3+ || 120
|}
|}
 
'''Biomorphs:'''
*'''Lavic Maw'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
'''-Garmriex Claws and Talons'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Lavic Maw''' || Melee || Melee || User || -5 || 6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.
|'''Garmriex Claws and Talons''' || Melee || Melee || User || -3 || 2 || Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5.
|}
|}</div>
</div>
 
'''Special Rules:'''
<tabs>
<tab name="Lightning Reflexes">
This model has a 4+ invulnerable save.
</tab>
<tab name="Vicious Ambush">
During deployment, this unit can be set up wholly within any terrain features and more than 9" away from any enemy models. In addition, when this model is selected as the target for the ''Encircled the Prey'' Stratagem, instead of following the normal rules, this model may be set back up more than 6" from any enemy unit and wholly within any terrain features.
</tab>
</tabs>
 
'''Keywords''':
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Garmriex}}, {{W40kKeyword|Burrower}}
 


===Ranged Biomorphs===
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*'''Dragon Cannon'''
=====Linnorm=====
::{| class=wikitable
<div class="mw-collapsible-content">
''X''</div>
This unit contains 1 Linnorm ('''Power Rating: 10'''). Only one of this model may be included in your army.
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
| Linnorm || '''10"''' || '''2+''' || '''3+''' || 8 || 7 || 8-15 || 12 || 10 || 3+ || 195
|-
| Linnorm || '''8"''' || '''3+''' || '''4+''' || 8 || 7 || 4-7 || 12 || 10 || 3+ || 195
|-
|-
|'''Dragon Cannon''' || 12" || Assault D6 || 5 || -2 || 2 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
| Linnorm || '''6"''' || '''4+''' || '''5+''' || 8 || 7 || 1-3 || 12 || 10 || 3+ || 195
|}
|}


*'''Explosive Beetles'''
'''Biomorphs:'''
::{| class=wikitable
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Biostatic Rattle'''
<div class="mw-collapsible-content">
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Dragon Cannon'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Explosive Beetles''' || 8" || Assault D6 || 4 || -1 || 1 || This weapon automatically hits its target. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
|'''Dragon Cannon''' || 12" || Assault D6 || 5 || -1 || 2 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
|}
|}</div>
 
</div>
*'''Hunting Tendril'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
'''-Internal Furnace'''
<div class="mw-collapsible-content">
Roll a die each time this model destroys an enemy {{W40kKeyword|Vehicle}} during the Fight phase; on a 4+ that model regains D3 lost wounds.</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Linnorm Scything Talons'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Hunting Tendril''' || 24" || Assault 1 || User || -3 || 3 || If the Hunting Tendril managed to inflict a wound on a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}, move it 2D6" directly to Suam'O. The model is now Anchored and can only move closer to Suam'O until its next turn. If the target reaches the Suam'O, the user of the biomorph counts as having charged.
|'''Linnorm Scything Talons''' || Melee || Melee || User || -3 || 2 || -
|}
|}</div>
</div>
 
'''Special rules:'''
<tabs>
<tab name="Death from Below">
See Army Rules - Universal
</tab>
<tab name="Fiery Death Throes">
When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 6" suffer D3 mortal wounds.
</tab>
<tab name="Magmatic Eruption">
In your Command phase, if this model is underground (see the Death from Below ability), you can select one point on the battlefield and place a Magmatic Eruption marker on that point. If you do so, that model cannot be set up using its Death from Below ability this turn, and, at the start of the Reinforcements step of your next turn’s Movement phase, roll one D6 for each enemy unit within 9" of the center of that marker, adding 1 if the unit being rolled for contains between 6 and 10 models, and adding 2 if the unit being rolled for contains 11 or more models: on a 3-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D3+3 mortal wounds. Then set this model up anywhere on the battlefield that is within 12" of the center of that marker and not within Engagement Range of any enemy models, and remove that marker. If this model is set up within 9" of any enemy models, until the end of the turn, it cannot charge.
</tab>
<tab name="Shadow in the Warp (Aura)">
See Army Rules - Universal
</tab>
<tab name="Serpentine Coils">
Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.
</tab>
<tab name="Synapse">
See Army Rules - Universal
</tab>
<tab name="Tectonic Impulses">
In your Command phase, select one friendly {{W40kKeyword|Nidhoggr}} unit within Synaptic Link range of this model. Until the start of your next Command phase, add 1 to Advance rolls and add 1 to charge rolls made for that unit.
</tab>
</tabs>
 
'''Warlord Trait:''' If this model is your Warlord, it has the ''Hellspawn'' Warlord Trait.
 
'''Keywords''':
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Linnorm}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Burrower}}
 


*'''Infernal Cannon'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
=====Suam'O=====
<div class="mw-collapsible-content">
''X''</div>
This unit contains 1 Suam'O ('''Power Rating: 12'''). Only one of this model may be included in your army.
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|'''Infernal Cannon''' || - || - || - || - || - || Choose one of this weapons profiles before firing.
|-
|'''Infernal Cannon (Wide)''' || 18" || Assault 2D6 || 7 || -2 || 3 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
|-
|-
|'''Infernal Cannon (Beam)''' || 24" || Macro 1 || 12 || -5 || 6 || When you use this profile, if the target is within half range, double the number of wounds inflicted by this weapon.
| Suam'O || 8" || 2+ || 2+ || 8 || 7 || 9 || 6 || 10 || 2+ || 235
|}
|}
 
'''Biomorphs:'''
*'''Magmaspurt'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
'''-Hunting Tendril'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Magmaspurt''' || - || - || - || - || - || Choose one of this weapons profiles before firing.
|'''Hunting Tendril''' || 24" || Heavy 1 || 8 || -2 || 3 || -
|-
|}</div>
|'''Magmaspurt (Spurt)''' || 10" || Assault D6 || 6 || -2 || 2 || This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon's Strength and AP.
</div>
|-
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
|'''Magmaspurt (Blast)''' || 18" || Heavy 1 || 9 || -5 || D6 || When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.
'''-Suam'O Crushing Limbs'''
|}
<div class="mw-collapsible-content">
 
{| class=wikitable
===Bio-artefact===
===Upgrade Biomorphs===
*'''Geothermal Jets:''' A model with this Biomorph rolls an additional D6 when advancing and charging.
*'''Internal Furnace:''' A model with this Biomorph deals a -1 penalty to Ld when in base contact.
*'''Magma Claws:''' Consider the Ap of the melee weapon on a model with this Biomorph as 1 point better.
*'''Magma Hooks:''' This Biomorph replaces the model's Flesh Hooks. Models equipped with this Biomorph 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:
::{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''Magma Hooks''' || 6"|| Assault || User || -2 || 1 || This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
|'''Suam'O Crushing Limbs''' || Melee || Melee || +4 || -3 || D3+3 || -
|}
|}</div>
*'''Molten Core:''' Roll a die each time a model with this Biomorph inflicts a wound on a {{W40kKeyword|Vehicle}}; on a 4+ that model regains a wound lost earlier in the battle.
</div>
*'''Pyroclastic Hide:''' A model with this Biomorph gains a 3+ invulnerable save versus weapons that automatically hit their target and weapons with a strength of 8 or greater and an ap of -4 or better. It loses this save upon said weapons successfully managing to wound it. It regains this ability after not being damaged by these weapons for one full round.


==The Niddhoggr Genetic Pool==
'''Special Rules:'''
'''Basic Bio-weapons'''
<tabs>
:: A {{W40kKeyword|NIDHOGGR}} model may replace its Devourer with one of the following:
<tab name="Aim for the Weapons">
::- Deathspitter - 5 pts.
After this model has made its melee attacks, if an enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model (excluding {{W40kKeyword|Aircraft}}) has suffered at least 7 unsaved wounds, select one weapon the model is equipped with; that model loses that weapon for the rest of the game. If the unit is {{W40kKeyword|Titanic}}, then it only loses a weapon if it suffers at least 14 unsaved wounds.
::- Greater Strangler - 5 pts.
</tab>
::- Scything Talons - free
<tab name="Armored Exoskeleton">
::- Spinefists - free
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage characteristic of an attack.
</tab>
<tab name="Blot in the Hive Mind">
In your Command phase, select one friendly {{W40kKeyword|Nidhoggr}} unit within Synaptic Link range of this model. Until the start of your next Command phase, add 1 to the Strength and Attack characteristics of that unit.
</tab>
<tab name="Burning Rampage">
Each time this model fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add D3 to the Attacks characteristic of this model.
</tab>
<tab name="Fiery Death Throes">
When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 3" suffer D3 mortal wounds.
</tab>
<tab name="Hunting Tendril">
If a hit is scored with this model's Hunting Tendril on a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} model (excluding {{W40kKeyword|Aircraft}}), move it 2D6" directly towards Suam'O (if the target reaches this model, Suam'O counts as having charged). The model is now Anchored and can only move closer to Suam'O; at the start of each of your opponent's turns, if a model is Anchored, it can try to disengage; you and your opponent roll a D6 and add the result to each of your models' Strength characteristic, if your opponent has made a higher roll, the model is no longer Anchored. Only one enemy model can be Anchored at any time.
</tab>
</tabs>


'''Basic Bio-cannons'''
'''Warlord Trait:''' If this model is your Warlord, it has the ''Bane of Flesh and Metal'' Warlord Trait.
:: A {{W40kKeyword|NIDHOGGR}} model may replace its Devourer with one of the following:
::- Barbed Strangler - 10 pts.
::- Venom Cannon - 20 pts.


'''Monstrous Bio-cannons'''
'''Keywords''':
:: A {{W40kKeyword|NIDHOGGR}} model may replace any pair of Monstrous Scything Talons with one of the following:
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
::- Dragon Cannon - 15 pts.
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Suam'O}}, {{W40kKeyword|Horned Chitin}}
::- Heavy Spinefist* - 15 pts.
::- Heavy Venom Cannon** - 25 pts.
::- Stranglethorn Cannon** - 25 pts.
::- Two Deathspitter with Slimer Maggots - 14 pts.
::- Two Devourers with Brainleech Worms - 14 pts.
:::<nowiki>*</nowiki>''Does not replace the model’s Monstrous Scything Talons and so can be taken in addition to any other weapon/upgrade.''
:::<nowiki>**</nowiki>''One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.''


'''Melee Bio-weapons'''
:: A {{W40kKeyword|NIDHOGGR}} model may replace any pair of scything talons with one of the following:
::- Boneswords - 2 pts.
::- Lash Whip and Bonesword - 2 pts.
::- Lash Whips - 2 pts.
::- Rending Claws - 2 pts.


'''Monstrous Bio-weapons'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
:: A model may replace any pair of Monstrous Scything Talons with one of the following:
=====Surtr-Class Swarmlord=====
::- Monstrous Boneswords - 20 pts.
<div class="mw-collapsible-content">
::- Monstrous Lash Whips - 10 pts.
''X''</div>
::- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
This unit contains 1 Surtr-Class Swarmlord ('''Power Rating: 13'''). Only one of this model may be included in your army.
::- Monstrous Rending Claws - free
 
'''Biomorphs'''
:: A {{W40kKeyword|NIDHOGGR}} model may take up to one of each of the following:
:: Where the biomorph has two points costs listed, the second is for monstrous creatures, and the first is for other types of models.
::- Acid blood - 5/15 pts.
::- Adamantine Tusks - 5 pts.
::- Adrenal Glands - 1/5 pts.
::- Antidote Glands - free/5 pts.
::- Burrowing Limbs - 7/15 pts.
::- Carbonized Claws - 5/15 pts.
::- Dopamine Injector - 10/30 pts.
::- Enhanced Leg Muscles - 5/10 pts.
::- Feeder Tendrils - 5/15 pts.
::- Feeding Frenzy Trigger - 3/15 pts.
::- Geothermal Jets - 10/20 pts.
::- Implanted Mechanism Disruption Instincts - 5/15 pts.
::- Implanted Organism Killing Instincts - 5/15 pts.
::- Increased Muscle Density - -/20 pts.
::- Insula Glands - -/15 pts.
::- Internal Furnace - -/15 pts.
::- Magma Claws - 10/15 pts.
::- Magma Hooks - 5/10 pts.
::- Molten Core - -/20 pts.
::- Nonepinephine Infusion - 8/15 pts.
::- Pressure Detection Sensors - 5/10 pts.
::- Psychic Deflection Bio-crystals - -/15 pts.
::- Pyroclastic Hide - -/20 pts.
::- Reflexive Optimization - 3/10 pts.
::- Regeneration - 10/30 pts.
::- Serrated Blades - 5/15 pts.
::- Spring Coil Musculature - 5/15 pts.
::- Three-dimensional Thought Patterns - 10/20 pts.
::- Toxin Sacs - 2/6 pts.
::- Warp Shield Projector - 10/20 pts.
::- Wide-spectrum Retinas - 3/8 pts.
 
'''Thorax Biomorphs'''
:: A {{W40kKeyword|NIDHOGGR}} model may take up to one of the following:
::- Explosive Beetles - 10 pts.
 
==Available Units==
:'''HQs:''': Hive Tyrant, Balor-Class Hive Tyrant, Suam'O, Trygon Prime, Tyranid Prime, Neurothrope
:'''Elites:''' Haruspex Brood, Zoanthrope Brood, Tyrant Guard Brood, Hive Guard Brood, Ignis-Class Pyrovore Brood
:'''Troops:''' Tyranid Warrior Brood
:'''Fast Attacks:''' Dimachaeron Brood, Tyranid Shrikes Brood
:'''Heavy Supports:''' Biovore Brood (Char Mines Only), Exocrine Brood, Carnifex Brood, Tyrannofex Brood, Trygon Brood, Mawloc Brood, Linnorm
:'''Flyers:''' Erinyes Brood, Harpy Brood (Char Mines Only), Hive Crone Brood
:'''Dedicated Transports:''' Malefactor, Tyrannocyte
:'''Lords of War:''' Barbed Hierodule, Cerebore, Dactylis (Char Mines Only), Harridan, Magma Corer, Scythed Hierodule, Viciator, Viragon
:'''Fortifications:''' Sporocyst
 
==Peculiar Units==
===HQs===
====Balor-Class Hive Tyrant====
This unit contains 1 Balor-Class Hive Tyrant ('''Power Rating 12'''). Only one of this model may be included in your army.
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
| Surtr-Class Swarmlord || '''9"''' || '''2+''' || '''2+''' || 8 || 8 || 8-15 || 9 || 10 || 2+ || 260
|-
| Surtr-Class Swarmlord || '''8"''' || '''3+''' || '''3+''' || 8 || 8 || 4-7 || 9 || 10 || 2+ || 260
|-
|-
| Balor-Class Hive Tyrant || * || * || * || 7 || 7 || 14 || 4 || 10 || 3+
| Surtr-Class Swarmlord || '''6"''' || '''4+''' || '''4+''' || 8 || 8 || 1-3 || 9 || 10 || 2+ || 260
|}
|}


'''Biomorphs:'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Prehensicle Pincer Tail'''
<div class="mw-collapsible-content">
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll.</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Scorching Sabres'''
<div class="mw-collapsible-content">
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Remaining W !! M !! WS !! BS
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
| 8-14+ || 9" || 2+ || 3+
|-
|-
| 4-7 || 7" || 3+ || 3+
|'''Scorching Sabres''' || Melee || Melee || +2 || -4 || 3 || Each time the bearer of this weapon makes and attack, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to the normal damage.
|-
|}</div>
| 1-3 || 5" || 4+ || 4+
</div>
|}
'''Biomorphs:'''
*Devil’s Implements
*Heavy Venom Cannon
*Internal Furnace
*Magma Hooks
*Pyroclastic Hide
*Prehensile Pincer


'''Special Rules:'''
'''Special Rules:'''
*'''Consume All in Ash:''' Models in combat with the Balor Hive Tyrant for 2 rounds or more subtract 1 from their leadership.
<tabs>
*'''Death Throes'''
<tab name="Blade Parry">
*'''Indescribable Horror:''' Enemy units within 12" subtract 1 from their leadership.
Once per turn, when a saving throw made against a melee attack is failed for this model, the Damage characteristic of that attack is changed to 0.
*'''Old Adversary:''' This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy {{W40kKeyword|Character}}.
</tab>
*'''Psychic Barrier'''
<tab name="Consume All in Ash">
*'''Shadow in the Warp'''
A model that has suffered at least one wound from an attack made by this model suffers a permanent penalty of 1 to its hit rolls. In addition, each time that model makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.
*'''Synapse'''
</tab>
*'''The Will of the Hive Mind'''
<tab name="Domination of the Hive Mind">
In your Command phase, select one friendly {{W40kKeyword|Nidhoggr}} unit within Synaptic Link range of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.
</tab>
<tab name="Fiery Death Throes">
When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 6" suffer D3 mortal wounds.
</tab>
<tab name="Psychic Barrier">
This model has a 4+ invulnerable save.
</tab>
<tab name="Shadow in the Warp (Aura)">
See Army Rules - Universal
</tab>
<tab name="Synapse">
See Army Rules - Universal
</tab>
</tabs>


'''Psyker:'''
'''Psyker:''' This model can attempt to manifest two psychic powers in each friendly Psychic phase and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.
*A Balor-Class Hive Tyrant can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the ''Smite'' power and two psychic powers from the Hivemind's Control or Hivemind's Wrath disciplines.


'''Options:'''
'''Warlord Trait:''' If this model is your Warlord, it has the ''Undying Flame'' Warlord Trait.
*May take the Wings Biomorph - 50 pts./2 PP


'''Keywords''':
'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Balor-Class Hive Tyrant}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Surtr-Class Swarmlord}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}


====Suam'O====
 
This unit contains 1 Suam'O ('''Power Rating 11'''). Only one of this model may be included in your army.
====Elites====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
=====Ignis-Class Pyrovores=====
<div class="mw-collapsible-content">
''This sub-species of Pyrovores mounts on its back a modified version of the usual Flamerspurt, capable of spraying molten material over a wide range or shooting a narrow beam of heat used to cut through the most resistant materials. This incredible energy, though, is narrowly contained inside the creature, and if struck with force can cause it to detonate in an instant.''</div>
This unit contains 1 Ignis-Class Pyrovore ('''Power Rating: 2'''). It can 1 additional Ignis-Class Pyrovore ('''Power Rating: +2''') or 2 additional Ignis-Class Pyrovores ('''Power Rating: +4''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|-
| Suam'O || 7" || 3+ || 4+ || 8 || 7 || 9 || 4 || 10 || 3+
| Ignis-Class Pyrovore || 5" || 3+ || 3+ || 5 || 5 || 5 || 3 || 5 || 3+ || 50
|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*Dragon Cannon
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Hunting Tendril
'''-Acid Maw'''
*Internal Furnace
<div class="mw-collapsible-content">
*Molten Core
The bearer gains the {{W40kKeyword|Acid Maw}} keyword.</div>
*A pair of Monstrous Crushing Claws
</div>
*A pair of Monstrous Scything Talons
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Magmaspurt Cannon'''
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Magmaspurt Cannon''' || - || - || - || - || - || Before selecting targets, select one of the profiles below to make attacks with.
|-
|'''Pyrogout''' || 18" || Assault 2D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.
|-
|'''Burning Spray''' || 12" || Assault D6 || 6 || -2 || 2 || Each time an attack is made with this weapon, that attack automatically hits the target.
|-
|'''Piercing Heat''' || 24" || Assault 1 || 9 || -4 || D6+2 || Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.
|}</div>
</div>


'''Special Rules:'''
'''Special Rules:'''
*'''Blot in the Hive Mind:''' Every {{W40kKeyword|Nidhoggr}} unit within this model's synapse range of 6" adds 1 to its hit rolls and attack characteristic in a turn in which it charged.
<tabs>
*'''Kaiju:''' This model can re-roll every wound roll against {{W40kKeyword|Vehicles}}, {{W40kKeyword|Buildings}} and {{W40kKeyword|Monsters}}.
<tab name="Extremely Volatile">
*'''Smoldering Battering Ram:''' When Suam'O finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers D3 mortal wounds. In addition, add 1 to all hit rolls for Suam'O in the Fight phase if it charged in the same turn.
Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 4+, it explodes, and each unit within 3" suffers D3 mortal wounds.
</tab>
</tabs>


'''Keywords''':
'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Saum'O}}, {{W40kKeyword|Synapse}}
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ignis-Class Pyrovores}}, {{W40kKeyword|Core}}, {{W40kKeyword|Acid Blood}}
 


===Elites===
====Fast Attacks====
====Ignis-Class Pyrovore Brood====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
This unit contains 1 Ignis-Class Pyrovore ('''Power Rating 3'''). It can 1 additional Ignis-Class Pyrovore ('''Power Rating +3'''), 2 additional Ignis-Class Pyrovores ('''Power Rating +6'''), 3 additional Ignis-Class Pyrovores ('''Power Rating +9'''), or 4 additional Ignis-Class Pyrovores ('''Power Rating +12''').
=====Wyrm Pack=====
<div class="mw-collapsible-content">
''Due to the nature of the Nidhoggr's biology, smaller biomorphs such as rippers would quickly die from auto-combustion; to combat this, the Norn Queen of the fleet has engineered the Wyrms to fill the important biological niche. These overgrown worm-like creatures not only consume leftover biomass but also burrow deep underground to consume the precious materials needed for the fleet's sustenance.''</div>
This unit contains 3 Wyrms ('''Power Rating: 3'''). It can up to 3 additional Wyrms ('''Power Rating: +3''') or up to 6 additional Wyrms ('''Power Rating: +6''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|-
| Ignis-Class Pyrovore || 5" || 4+ || 3+ || 5 || 4 || 4 || 3 || 6 || 4+
| Wyrm || 6" || 5+ || 5+ || 4 || 4 || 3 || 3 || 4 || 5+ || 20
|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*Acid Blood
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Acid Maw
'''-Melting Maw'''
*Magmaspurt cannon
<div class="mw-collapsible-content">
{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Melting Maw''' || Melee || Melee || User || -1 || 1 || Each time the bearer makes an attack with this weapon, an unmodified hit roll of 6 automatically wounds the target.
|}</div>
</div>


'''Special Rules:'''
'''Special Rules:'''
*'''Fireproof:''' The strength of all flame and melta weapons fired at an Ignis-Class Pyrovore Brood is halved (rounding up).
<tabs>
*'''Instinctive Behaviour'''
<tab name="Burrow and Squirm">
*'''Extremely Volatile:''' When an Ignis-Class Pyrovore is slain, roll a dice. On a 2+ it bursts in a shower of acid - the nearest enemy unit within 6" (if any) suffers D3 mortal wounds. If the Ignis-Class Pyrovore Brood is within Synapse range, at the end of any Fight phase you may choose to detonate any number of models within it - resolve it exactly as they were slain by an enemy model.
Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armor saving throw made against that attack.
</tab>
<tab name="Death From Below">
See Army Rules - Universal
</tab>
<tab name="Lesser Organisms">
If your army is Battle-forged, this unit cannot be taken as a compulsory Battlefield Role slot in a Detachment.
</tab>
</tabs>


'''Options:'''
'''Keywords''':
*Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*Any model may take items from the '''Biomorphs''' list.
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Wyrm Pack}}, {{W40kKeyword|Burrower}}


'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ignis-Class Pyrovores}}


===Heavy Support===
====Lords of War====
====Linnorm====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
This unit contains 1 Linnorm ('''Power Rating 12'''). Only one of this model may be included in your army.
=====Magma Corer=====
<div class="mw-collapsible-content">
''Magma Corers are enormous Tyranid biomorphs engineered for planet consumption. These hulking monsters possess a shell a thousand times stronger than diamonds that makes them nigh-invulnerable to small arms fire and whose purpose is to enable the creature to dig into the planet's mantle and start a chain reaction that results in the detonation of multiple fault lines around the crust, breaking it apart and hampering the native forces' resistance. This process is fatal to the Magma Corer but it's a small price the Hive Mind is willing to pay. But their powerful strength isn't to be feared only up-close, debris, tanks, and even buildings are thrown by the creature thanks to its incredible limbs. A Magma Corer is a death sentence incarnated, for everyone and everything standing on solid ground.''</div>
This unit contains 1 Magma Corer ('''Power Rating: 100''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|-
| Linnorm || * || * || * || 7 || 6 || 14 || 6 || 9 || 3+
| Magma Corer || '''12"''' || 3+ || 4+ || '''10''' || 9 || 31-45 || '''6''' || 6 || 2+ || 2000
|}
 
{| class=wikitable
|- valign=top
! Remaining W !! M !! WS !! BS
|-
|-
| 8-14+ || 9" || 2+ || 3+
| Magma Corer || '''10"''' || 4+ || 4+ || '''9''' || 9 || 21-30 || '''2D3''' || 6 || 2+ || 2000
|-
|-
| 4-7 || 7" || 3+ || 4+
| Magma Corer || '''8"''' || 4+ || 5+ || '''8''' || 9 || 11-20 || '''D3''' || 6 || 2+ || 2000
|-
|-
| 1-3 || 5" || 4+ || 5+
| Magma Corer || '''6"''' || 5+ || 6+ || '''7''' || 9 || 1-10 || '''1''' || 6 || 2+ || 2000
|}
|}
'''Biomorphs:'''
'''Wargear:'''
*Bio-electric Pulse with Containment Spines
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Internal Furnace
'''-Drill Horn'''
*Three pairs of Monstrous Scything Talons
<div class="mw-collapsible-content">
*Pyroclastic Hide
*Prehensile Pincer
 
'''Special rules:'''
*'''Burrow''': At the beginning of any of your Movement phases, the Linnorm can burrow. Remove it from the battlefield - it can return as described in the ''Underground Eruption'' ability. The Linnorm may not burrow and return to the battlefield in the same turn. If the battle ends while the Linnorm is underground, it is considered to be slain.
*'''Death Throes'''
*'''Extreme Omnivore:''' The Linnorm gains a Fuel Token for each wound inflicted on a {{W40kKeyword|Vehicle}}, up to three for any single model.
*'''Lurker:''' The Linnorm automatically enters from Reserve on the first turn.
*'''Magma Furnace:''' At the start of the Shooting phase you can spend 4 Fuel Token to let the Linnorm perform a single shooting attack as if it had a Dragon Cannon.
*'''Shadow in the Warp'''
*'''Subterranean Assault'''
*'''Synapse'''
*''' Terraform''': During the Shooting phase a unit with this rule may opt to devour an inorganic terrain piece (buildings,  rocks, wreckage etc) it touches. If it chooses to do so, you may move it to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. This action earns a Fuel Token. Up to three Tokens can be spent for a +2" total movement increase or any number to increase the Attacks by +1 in the Fight phase.
*'''Underground Eruption:''' During deployment, you can set up the Linnorm underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Linnorm anywhere on the battlefield that is more than 1" away from any enemy models, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. The Linnorm cannot charge in the same turn.
 
'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Character}}, {{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Linnorm}}, {{W40kKeyword|Synapse}}
 
===Lords of War===
====Magma Corer====
This unit contains 1 Magma Corer ('''Power Rating 40''').
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
| Magma Corer || 9" || * || * || 9 || 10 || 40 || * || 9 || 3+
|'''Drill Horn''' || Melee || Melee || 16 || -5 || 12 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Enemy unit must subtract 3 from any invulnerable save used against an attack made by this weapon.
|}
|}</div>
 
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Gigantic Shoveling Claws'''
<div class="mw-collapsible-content">
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Remaining W !! WS !! BS !! A
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
| 21-40+ || 2+ || 3+ || 6
|'''Gigantic Shoveling Claws''' || Melee || Melee || x2 || -5 || 4D3 || When attacking with this weapon, you must subtract 1 from the hit roll. If a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} (that has 18 wounds or less) is slain by this weapon, pick an enemy unit within 24" of the bearer and roll a number of D6s equal to the wound characteristic of the destroyed model. For every roll of 4+, that unit suffers 1 mortal wound.
|-
|-
| 9-20 || 3+ || 3+ || D3+2
|'''Gigantic Shoveling Claws''' || 48" || Heavy 2D6 || 6 || 0 || 2 || Blast.
|-
|}</div>
| 5-8 || 4+ || 4+ || D3
</div>
|-
| 1-4 || 5+ || 5+ || 1
|}
'''Biomorphs:'''
*A pair of Gargantuan Rending Claws
*Incendiary Ichor
*Infernal Breath
*Internal Furnace
*Lavic Maw
*Magma Core
*Magma Hooks


'''Special rules:'''
'''Special Rules:'''
*'''Caustic Fumes:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|Tyranids}} units within 6" of this model. In addition, at the end of the Movement phase, roll a D6 for each non-{{W40kKeyword|Nidhoggr}} unit within 6" of any Magma Corer. On a 4+, that unit suffers D3 mortal wounds.
<tabs>
*'''Living Mountain:''' A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|INFANTRY}} keyword and as long as it ends it's moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. In addition, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit. Finally, at the beginning of the Movement phase, you can decide to change this model's posture. If you do so, choose one of the following, the special rules have effect until the start of your next Movement phase. This model always starts the game ''On All Fours''.
<tab name="Burrowing Nightmare">
::'''On All Fours:''' While in this position, this model cannot attack, both in the Shooting and Fight phase. This model receives a bonus of +1 to its armour save and all enemy weapons attacking it consider their Ap value as two steps worse. In addition, this model gains the {{W40kKeyword|Transport}} keyword and can transport up to 6 {{W40kKeyword|Nidhoggr}} {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport up to two {{W40kKeyword|Nidhoggr}} {{W40kKeyword|TYRANID PRIME}} or a single {{W40kKeyword|Hive Tyrant}}.
At the beginning of any of your Movement phases, any Magma Corer that is not within 1" of an enemy unit can burrow. Remove it from the battlefield – it can return as described in the ''Magmatic Eruption'' ability. A Magma Corer may not burrow and return to the battlefield in the same turn. If the battle ends while the Magma Corer is underground, it is considered to be slain.
::'''On Two Legs:''' This model loses the ''Caustic Fumes'' special rule. If this model charges an enemy unit, roll a die if the charge is successful; on a 3+ that unit suffers D3 mortal wounds. This model can attack models in the Fight Phase even if they aren't at the bottom floor of a ruin.
</tab>
*'''Mantle Burrower:''' During deployment, you can set up a Magma Corer underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Magma Corer anywhere on the battlefield that is more than 12" away from any enemy models. At the beginning of any of your Movement phases, if it's not within 1" of an enemy unit, it can burrow. Remove it from the battlefield - it can return as described in this rule. A Magma Corer may not burrow and return to the battlefield in the same turn. If the battle ends while the Magma Corer is underground, it is considered to be slain.
<tab name="Impervious Chitin">
Attacks made against this model suffer a penalty of 1 to the wound roll and a penalty of 2 to its AP characteristic. In addition, attacks made against this model don't receive a bonus to their damage roll, regardless of any special rule or stratagem (es. "melta" weapons don't get a bonus to their damage if they fire at this model and it's within half of their range).
'''Options:'''
</tab>
*May take up to three biomorphs from the following list:
<tab name="Magmatic Eruption">
::-Cellular Bolster - 50 pts.
During deployment, you can set up a Magma Corer underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Magma Corer anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" from any other Magma Corers set up this way this turn, then roll a D6 for each enemy unit within 9" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 2D3 mortal wound, on a 4-5 it suffers 2D3+3 mortal wounds and on a 6 it suffers 3D3+3 mortal wounds. The Magma Corer cannot charge in the same turn.
::-Gargantuan Warp Shield - 50 pts.
</tab>
::-Psy-Catalyst - 50 pts.
<tab name="Mantle Fissure">
::-Synaptic Regeneration - 60 pts.
While a Magma Corer is underground, you may decide to execute a mantle dive. If so, the Magma Corer is immediately considered to be slain; then select a number of enemy units (that aren't {{W40kKeyword|Aircraft}}) on the battlefield equal or lower to the one described in the table below. Roll a die for every unit selected; on a 3+ that unit suffers 4D3 mortal wounds.
 
'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Magma Corer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}
 
==Points Values==
===Units===
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=center
! Unit !! Models per unit !! Points per model (weapons included)
! Remaining Number of Wounds !! Number of Enemy Units Selectable
|-
|'''Balor-Class Hive Tyrant''' || 1 || 240
|-
|-
|'''Ignis-Class Pyrovore''' || 1-5 || 60
| 31-45 || 12
|-
|-
| '''Linnorm''' || 1 || 230
| 21-30 || 9
|-
|-
| '''Magma Corer''' || 1 || 800
| 11-20 || 6
|-
|-
| '''Suam'O''' || 1 || 210
| 1-10 || 3
|}
|}
</tab>
<tab name="Unstoppable Behemoth">
This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances, or Falls Back, it can be moved across other models excluding {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
</tab>
</tabs>


==Missions==
'''Keywords:'''
===A Sky Aflame===
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Tyranids}}, {{W40kKeyword|Nidhoggr}}
: Aerial battle.
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Magma Corer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}
:'''The Battlefield:''' The battlefield is divided following the ''Dawn of War'' deployment map.
:'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
:'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
:'''Objective:''' The first side to eliminate half of the other's army (measured in points) wins.
:'''Restrictions:'''
*All units must have the {{W40kKeyword|FLY}} keyword.
*All {{W40kKeyword|Angry Marine units}} must have the {{W40kKeyword|BLACK BROTHER}} keyword.
 
===BURN THE FUCKING THINGS DOWN!!!===
: The Angry Marines must destroy a series of Capillary Towers.
:'''The Battlefield:''' The battlefield is divided into two parts following the ''Hammer and Anvil'' deployment map. The Tyranid player then places on the battlefield three Capillary Towers that must be set at least 12" apart from one another and inside his deployment zone.
:'''Deployment:''' The Tyranid player is the first to start setting his army, following the normal deployment rules.
:'''First Turn:''' The Angry Marine player has the first turn.
:'''Battle Lenght:''' The battle lasts for 5 battle rounds, or until one player has satisfied the victory conditions.
:'''Victory Conditions:''' If when the battle ends all Capillary Towers have been destroyed, the Angry Marine player wins. Otherwise, the Tyranid player is victorious.
:'''Special Rules:''' At the beginning of every turn, a Capillary Tower regenerates a wound per {{W40kKeyword|Tyranid}} model within 6" of it. If that model is a {{W40kKeyword|Monster}}, it instead heals D3 wounds.
 
===In the Tyrant's Shadow===
: Infantry battle around the legs of a hydraphant.
:'''The Armies:''' The maximum amount of points for both armies is 750 pts./37 PP. All units must have the {{W40kKeyword|INFANTRY}} keyword (except the Hydraphant).
:'''The Battlefield:''' The battlefield, which consists of a board of 3X3", is divided into two parts following the ''Search and Destroy'' deployment map. At the centre of the field lays the Hydraphant.
:'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
:'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
:'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition.
:'''Victory Conditions:''' The Angry Marine player wins as soon as he kills the enemy's Hydraphant. The Tyranid player wins as soon as every enemy model is killed (units in reserves count as destroyed).
:'''Additional Rules:'''
*All {{W40kKeyword|TYRANIDS}} are in synapse range.
*All units suffer -1 to their hit rolls with ranged weapons.
*All non {{W40kKeyword|TYRANID}} units suffer one mortal wound each turn.
*{{W40kKeyword|ANGRY MARINE}} units always get plus one attack, not just in the fight phase that they charged in.
 
===Burning Flesh against Burning Metal===
: Angry black brother knights against suitably large Tyranids.
:'''The Armies:''' All units must have the {{W40kKeyword|TITANIC}} keyword.
:'''The Battlefield:''' The battlefield is divided into two parts following the ''Front-line Assault'' deployment map.
:'''Deployment:''' Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
:'''First Turn:''' The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
:'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition.
:'''Victory Conditions:''' A player wins as soon as every enemy model is killed (units in reserves count as destroyed).
 
===Angry Marines don’t defend...===
If the angry marines lose a set number of battles they must fight a defensive battle against a never-ending Tyranid horde for a set turn time.


===Battle for the Norn’s lair===
If the Tyranids lose a set number of battles they must fight on the defensive, standard army composition except that all units are in synapse range and add one to their invulnerability saves (or get a 6++ if they don’t have one).


[[Category:Warhammer 40,000]]
[[Category:Warhammer 40,000]]
[[Category:Tyranid]]
[[Category:Hive Fleet Nidhoggr]]
[[Category:Imperial]]
[[Category:Space Wolves]]
[[Category:/tg/ 40,000]]
[[Category:/tg/ 40,000]]
[[Category:Tyranid]]
[[Category:Warhammer Homebrew]]
[[Category:Awesome]]
[[Category:Stories]]
[[Category:Stories/Warhammer 40,000]]

Latest revision as of 19:49, 17 June 2023


This is a supplement to be used alongside the 9th Edition Tyranid Codex.

Nidhoggr Hive Fleet[edit | edit source]

Lore[edit | edit source]

A hive fleet of fire and rock, born from a charred planet. TBA

Rules[edit | edit source]

All the rules in this section are meant to be used alongside the Tyranids 9th Edition Codex.

Hive Fleet Adaptation[edit | edit source]

Burning Heat: The fires produced by the agents of the Devouring Flame make it nearly impossible to hide behind sturdy protections, for nothing can resist the burning temperatures.

Each time a model with this adaptation makes an attack, improve the Armor Penetration characteristic of that attack by 1.

Adaptive: Each time a unit with this adaptation makes a melee attack, on an unmodified wound roll of 6, improve the Damage characteristic of that attack by 1.

Hyper-adaptation: You can swap this hive fleet’s Adaptive rule for one of the followings:

-Augmented Ferocity: Add 1 to charge rolls made for units with this adaptation.
-Extra-caustic Fumes: At the end of the turn, roll a die for each enemy unit within 3" of a Monster model with this adaptation; on a 4+, that unit suffers D3 mortal wounds, 3 on a roll of 6.
-Scorching Salvoes: Each time a unit with this adaptation makes a ranged attack, the target does not receive the benefits of cover against that attack.
-Tectonic Shell: Each time an attack is allocated to a Monster model with this adaptation, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
-Unfeeling Resilience: Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
-Unstoppable Swarm: Units with this adaptation can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls.

Stratagem[edit | edit source]

Burning Rain (1/2 CP) - Battle Tactic Stratagem: As the flaming terrors of the Nidhoggr soar the skies, the darkness is driven back by millions of tiny drops of burning acid that fall down like deadly shooting stars.

Use this Stratagem at the end of your Movement phase and select one Nidhoggr Aircraft unit from your army. Select one enemy unit that was passed over by the selected model. Roll six D6s for each Vehicle or Monster model in that unit and roll one D6 for each other model in that unit (to a maximum of ten D6s): for each 3+, that unit suffers 1 mortal wound; if your selected unit is Titanic, then double the amount of D6 rolled for each model to a maximum of twenty D6s. An Harpy may not be chosen as the target of this Stratagem and use its Spore Mine Cysts rule to inflict mortal wounds in the same turn. This Stratagem costs 2 Command Points if the targeted model is Titanic, otherwise it costs 1 Command Point.

Core Meltdown (2 CP) - Epic Deed Stratagem: As a last resort, this beast's internal furnace burns all the available fuel while secondary temperature-regulating organs are sealed. The temperature and explosive fumes build up until the entire exoskeleton bursts open with a bright flash, melting everything in a pyroclastic explosion.

Use this Stratagem in any phase, when a Nidhoggr Monster model from your army (excluding Titanic models) is destroyed. If that model has an ability that is triggered on a dice roll upon its destruction (e.g. Death Throes) that rule has no effect; instead, before removing the model, roll a die for each unit within 6" of that model. On a 2-3 that unit suffers D3 mortal wounds, 3 on a 4-5, D3+3 on a 6.

Internal Sun (2 CP) - Strategic Ploy Stratagem: The creature of the Nidhoggr can produce an incredible heat seemingly out of nothing. It is not known how those beasts manage to survive but one thing is certain, no simple soldier can withstand these iron-melting temperatures.

Use this Stratagem at the end of your Fight phase. Choose a single Internal Furnace Nidhoggr model and roll a die for each non-Nidhoggr model within 1" of it; on a 3+ that model's unit suffers a mortal wound.

Hive-fleet Psychic Power[edit | edit source]

All Nidhoggr Psyker units automatically know the following power in addition to any other.

Ignition: By focusing its own internal heat and that of creatures around it, the psyker fires a narrow beam of energy that incinerates flesh and melts ceramite as if it was snow on a fire.

Witchfire: Ignition has a warp charge value of 7. If manifested, select an enemy unit within 18" of this Psyker and draw a straight line between the closest point of its base and that of the closest model in the target unit. Roll a die for the target unit and each other enemy unit the line passes over; on a 4+ that unit suffers D3 mortal wounds, 3 on a 6+, D3+3 on a 10+, 6 on a 12+. Add 1 to the roll for every friendly Nidhoggr unit within 3" of the Psyker (other than the model itself), 2 if the unit is a Monster or contains six or more models, up to a maximum of +6 (an unmodified roll of 1 always fails).

Warlord Trait[edit | edit source]

Bane of Flesh and Metal: The insatiable hunger of this organism, paired with the incinerator in its belly, mean that nothing, be it organic or inorganic can stand in its way.

  • Each time this Warlord makes a melee attack, you can re-roll the wound roll.
  • Each time this Warlord makes a melee attack, if the target is a Monster or Vehicle, add 1 to that attack's Damage characteristic.

Hellspawn: The leader beast of the Nidhoggr is a demonic creature of ash and hatred. The heat produced by its body reaches impossible heights and all enemies kneel down and melt at its sight.

  • During deployment, you may instead set this Warlord deep underground, waiting for the right time to strike. At the end of any of your movement phases this model can burrow up and out of the rock in a fiery eruption of magma and razor-sharp limbs; set this model up anywhere on the battlefield that is more than 6" away from any enemy models, after that, every enemy unit within 9" suffers D3 mortal wounds on a roll of 2+.
  • At the end of every turn roll a die for every non-Nidhoggr unit within 6” of this Warlord; on a 4+ that unit suffers 1 mortal wound.

Undying Flame: A perpetual fire harbors in the body and spirit of this organism and it can't be extinguished even by the most brutal weaponry.

  • Each time this Warlord would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • When this Warlord is slain, before removing it from play, it may fight as if it was the Fight phase. If your Warlord's characteristics change as it suffers damage, consider it as having its full number of wounds when resolving those attacks.

Synaptic Imperatives[edit | edit source]

The strange synaptic organisms of the Nidhoggr can infuse their underlings with new and deadly abilities. Much like normal Synaptic Imperatives, you may choose to use the ones found below if your army contains the corresponding model. All other rules related to Synaptic Imperatives still apply.

Linnorm - Pyroclastic Ambush: x

While this Synaptic Imperative ability is active for your army and a friendly Nidhoggr unit is within 6" of this Synapse model, each time a ranged attack of that unit targets an enemy unit that is within 12" of another Nidhoggr unit, an unmodified hit roll of 6 automatically wounds the target.

Surtr-Class Swarmlord - Consuming Inferno: x

While this Synaptic Imperative ability is active for your army and a friendly Nidhoggr unit is within 6" of this Synapse model:
  • Add 1 to the Attacks characteristic of Infantry models in that unit.
  • Add 2 to the Attacks characteristic of Monster models in that unit.

Biomorphs[edit | edit source]

Bio-artefact Relics[edit | edit source]

The Relics found below represent mutations found in the fleet of the Molten Empress. These Relics may only be given to Nidhoggr models and all other rules regarding Relics still apply.

  • Crown of the Molten Lord: The signature feature of a hive tyrant who terrorized the worlds of the Mua'dha system, the beast was capable of making the earth burst into erratic eruptions of lava seemingly with just its roars. The chitin extrusions that form the so-called crown are actually only half of the mechanism, these horns are partially empty and act as a way for the bearer to sense minute vibrations in the ground; these vibrations are the true secret, as they are actually caused by a specific sub-type of Wyrms that, once in positions, detonate violently underground as a response to the leader beast's scream. This is not only effective in delivering damage and hitting high-priority targets but also acts as a form of psychological blow that leaves the wounded and those who got away paranoid for a new attack.
Once per battle, at the end of your opponent's Movement phase, you can choose up to three enemy units within 18" of the bearer and roll a D6. Subtract 1 from the result if the unit is a Character but add 1 if the unit contains 10 or more models. On a 4+ that unit suffers D3+1 mortal wounds; on a 7+ it suffers D3+3 mortal wounds instead. Units affected suffer a permanent penalty of 2 to their Leadership characteristic.
  • Pyroclastic Hide: A peculiar adaptation, once widely found in many creatures of the hive fleet, that has now been deemed too demanding to be produced on mass. A mixture of pyroclastic materials and metallic composites covers the creature's skin and protects the bearer via controlled micro-bursts of energy; when a powerful attack threatens the beast, an innate reflex detonates the concoction in its entirety to deflect the blow. This extreme defensive mechanism can't be used in rapid succession though, and needs some time to recharge.
This model has a 4+ invulnerable save against attacks with a Strength characteristic of 8 or less. Once per battle round, when an attack with a Strength characteristic of 9 or more is made against this model, you may choose the detonate the pyroclastic hide; if you do, that attack is automatically saved. After that, until the beginning of the next battle round, you can't utilize the invulnerable save given by this Relic.
  • The Devil's Implements: This infernal pair of a bonesword and lash whip has a crude history among many scorched worlds of the galaxy and was originally found on the Balor-class commanding organisms in the beginning years of the Nidhoggr. The two tools are sentient and dance with a mind of their own around the victim like vultures ready to strike; the smoldering whip burns the flesh, while a single touch of the curved blade overcharges the pain receptors to the point of bursting. Such horrific bio-weapons seem to feast on the pain they cause and like to finish their prey slowly, among their tortured screams of mercy.
Model equipped with monstrous bonesword only. This Relic replaces a monstrous bonesword and has the following profile:
Weapon Range Type S AP D Abilities
The Devil's Implements Melee Melee +3 -4 3 When an enemy model is within Engagement Range of this model, each time it makes an attack it must subtract 1 from the hit rolls. In addition, if this weapon successfully wounds at least one enemy model, roll two D6 and compare the result to the target's Leadership characteristic; if the roll is equal or higher, that model's unit suffers D3 mortal wounds in addition to the normal damage.

Upgrade Biomorphs[edit | edit source]

To represent the strange adaptations of the Nidhoggr Hive Fleet, Nidhoggr Monster units in your army (that are not unique) may take any of the following biomorphs as upgrades.

  • Geothermal Jets: In your Movement phase, if this model Remains Stationary or moves a total distance of less than half its Move characteristic, until the end of the turn, each time this model declares a charge, roll one additional D6 and discard one of the dice when making the charge roll. - +10 pts.
  • Internal Furnace: This model gains the Internal Furnace keyword. In addition, roll a die each time this model destroys an enemy Vehicle during the Fight phase; on a 4+ that model regains D3 lost wounds. - +15 pts.

Available Biomorphs[edit | edit source]

The highly erratic nature of the Nidhoggr hive fleet differentiates it from other tendrils. Due to the intrinsic nature of the biomorphs present, the smaller types such as gaunts and genestealers wouldn't be able to survive the extreme internal heat. For this, the Norn Queen known as the Molten Empress privileges bigger organisms and has adapted new strains to fill the gaps of the discarded specimens.

While creating a Nidhoggr army, you may not include any of the following units: Broodlord, Old One Eye, The Swarmlord, Gargoyles, Hormagaunts, Termagants, Genestealers, Pyrovores, Parasite of Mortrex, Ripper Swarms and/or Sky-slasher Swarms.

You may instead include the following units: Garmriex, Linnorm, Surtr-Class Swarmlord, Suam'O, Ignis-Class Pyrovores, Wyrm Swarms and/or Magma Corer.

Peculiar Biomorphs[edit | edit source]

HQs[edit | edit source]

Garmriex[edit | edit source]
Garmriexes are a modified version of the genestealer genus, trading the synaptic and reproductive abilities of the broodlord for additional speed and fury. Instead of stalking the prey in the shadows, these biomorphs remain buried underground, inside ruined infrastructures or other places where unsuspecting victims may search for shelter. When a non-Tyranid organism draws too close, they burst from the ground and maul the unfortunate victim before burrowing back in wait.

This unit contains 1 Garmriex (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Garmriex 8" 2+ 6+ 6 5 7 7 10 3+ 120

Biomorphs:

-Garmriex Claws and Talons

Weapon Range Type S AP D Abilities
Garmriex Claws and Talons Melee Melee User -3 2 Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5.

Special Rules: <tabs> <tab name="Lightning Reflexes"> This model has a 4+ invulnerable save. </tab> <tab name="Vicious Ambush"> During deployment, this unit can be set up wholly within any terrain features and more than 9" away from any enemy models. In addition, when this model is selected as the target for the Encircled the Prey Stratagem, instead of following the normal rules, this model may be set back up more than 6" from any enemy unit and wholly within any terrain features. </tab> </tabs>

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • HQs, Character, Infantry, Garmriex, Burrower


Linnorm[edit | edit source]
X

This unit contains 1 Linnorm (Power Rating: 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Linnorm 10" 2+ 3+ 8 7 8-15 12 10 3+ 195
Linnorm 8" 3+ 4+ 8 7 4-7 12 10 3+ 195
Linnorm 6" 4+ 5+ 8 7 1-3 12 10 3+ 195

Biomorphs:

-Biostatic Rattle

At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.

-Dragon Cannon

Weapon Range Type S AP D Abilities
Dragon Cannon 12" Assault D6 5 -1 2 This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.

-Internal Furnace

Roll a die each time this model destroys an enemy Vehicle during the Fight phase; on a 4+ that model regains D3 lost wounds.

-Linnorm Scything Talons

Weapon Range Type S AP D Abilities
Linnorm Scything Talons Melee Melee User -3 2 -

Special rules: <tabs> <tab name="Death from Below"> See Army Rules - Universal </tab> <tab name="Fiery Death Throes"> When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 6" suffer D3 mortal wounds. </tab> <tab name="Magmatic Eruption"> In your Command phase, if this model is underground (see the Death from Below ability), you can select one point on the battlefield and place a Magmatic Eruption marker on that point. If you do so, that model cannot be set up using its Death from Below ability this turn, and, at the start of the Reinforcements step of your next turn’s Movement phase, roll one D6 for each enemy unit within 9" of the center of that marker, adding 1 if the unit being rolled for contains between 6 and 10 models, and adding 2 if the unit being rolled for contains 11 or more models: on a 3-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D3+3 mortal wounds. Then set this model up anywhere on the battlefield that is within 12" of the center of that marker and not within Engagement Range of any enemy models, and remove that marker. If this model is set up within 9" of any enemy models, until the end of the turn, it cannot charge. </tab> <tab name="Shadow in the Warp (Aura)"> See Army Rules - Universal </tab> <tab name="Serpentine Coils"> Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll. </tab> <tab name="Synapse"> See Army Rules - Universal </tab> <tab name="Tectonic Impulses"> In your Command phase, select one friendly Nidhoggr unit within Synaptic Link range of this model. Until the start of your next Command phase, add 1 to Advance rolls and add 1 to charge rolls made for that unit. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the Hellspawn Warlord Trait.

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • HQs, Character, Monster, Linnorm, Synapse, Burrower


Suam'O[edit | edit source]
X

This unit contains 1 Suam'O (Power Rating: 12). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Suam'O 8" 2+ 2+ 8 7 9 6 10 2+ 235

Biomorphs:

-Hunting Tendril

Weapon Range Type S AP D Abilities
Hunting Tendril 24" Heavy 1 8 -2 3 -

-Suam'O Crushing Limbs

Weapon Range Type S AP D Abilities
Suam'O Crushing Limbs Melee Melee +4 -3 D3+3 -

Special Rules: <tabs> <tab name="Aim for the Weapons"> After this model has made its melee attacks, if an enemy Monster or Vehicle model (excluding Aircraft) has suffered at least 7 unsaved wounds, select one weapon the model is equipped with; that model loses that weapon for the rest of the game. If the unit is Titanic, then it only loses a weapon if it suffers at least 14 unsaved wounds. </tab> <tab name="Armored Exoskeleton"> Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage characteristic of an attack. </tab> <tab name="Blot in the Hive Mind"> In your Command phase, select one friendly Nidhoggr unit within Synaptic Link range of this model. Until the start of your next Command phase, add 1 to the Strength and Attack characteristics of that unit. </tab> <tab name="Burning Rampage"> Each time this model fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add D3 to the Attacks characteristic of this model. </tab> <tab name="Fiery Death Throes"> When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 3" suffer D3 mortal wounds. </tab> <tab name="Hunting Tendril"> If a hit is scored with this model's Hunting Tendril on a Monster or Vehicle model (excluding Aircraft), move it 2D6" directly towards Suam'O (if the target reaches this model, Suam'O counts as having charged). The model is now Anchored and can only move closer to Suam'O; at the start of each of your opponent's turns, if a model is Anchored, it can try to disengage; you and your opponent roll a D6 and add the result to each of your models' Strength characteristic, if your opponent has made a higher roll, the model is no longer Anchored. Only one enemy model can be Anchored at any time. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the Bane of Flesh and Metal Warlord Trait.

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • HQs, Character, Monster, Suam'O, Horned Chitin


Surtr-Class Swarmlord[edit | edit source]
X

This unit contains 1 Surtr-Class Swarmlord (Power Rating: 13). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Surtr-Class Swarmlord 9" 2+ 2+ 8 8 8-15 9 10 2+ 260
Surtr-Class Swarmlord 8" 3+ 3+ 8 8 4-7 9 10 2+ 260
Surtr-Class Swarmlord 6" 4+ 4+ 8 8 1-3 9 10 2+ 260

Biomorphs:

-Prehensicle Pincer Tail

Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll.

-Scorching Sabres

Weapon Range Type S AP D Abilities
Scorching Sabres Melee Melee +2 -4 3 Each time the bearer of this weapon makes and attack, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to the normal damage.

Special Rules: <tabs> <tab name="Blade Parry"> Once per turn, when a saving throw made against a melee attack is failed for this model, the Damage characteristic of that attack is changed to 0. </tab> <tab name="Consume All in Ash"> A model that has suffered at least one wound from an attack made by this model suffers a permanent penalty of 1 to its hit rolls. In addition, each time that model makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled. </tab> <tab name="Domination of the Hive Mind"> In your Command phase, select one friendly Nidhoggr unit within Synaptic Link range of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll. </tab> <tab name="Fiery Death Throes"> When this model is destroyed, roll one D6 before removing it from play. On a 4+, enemy units within 6" suffer D3 mortal wounds. </tab> <tab name="Psychic Barrier"> This model has a 4+ invulnerable save. </tab> <tab name="Shadow in the Warp (Aura)"> See Army Rules - Universal </tab> <tab name="Synapse"> See Army Rules - Universal </tab> </tabs>

Psyker: This model can attempt to manifest two psychic powers in each friendly Psychic phase and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.

Warlord Trait: If this model is your Warlord, it has the Undying Flame Warlord Trait.

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • HQs, Character, Monster, Surtr-Class Swarmlord, Hive Tyrant, Synapse, Psyker


Elites[edit | edit source]

Ignis-Class Pyrovores[edit | edit source]
This sub-species of Pyrovores mounts on its back a modified version of the usual Flamerspurt, capable of spraying molten material over a wide range or shooting a narrow beam of heat used to cut through the most resistant materials. This incredible energy, though, is narrowly contained inside the creature, and if struck with force can cause it to detonate in an instant.

This unit contains 1 Ignis-Class Pyrovore (Power Rating: 2). It can 1 additional Ignis-Class Pyrovore (Power Rating: +2) or 2 additional Ignis-Class Pyrovores (Power Rating: +4).

Name M WS BS S T W A Ld Sv Pts/model
Ignis-Class Pyrovore 5" 3+ 3+ 5 5 5 3 5 3+ 50

Biomorphs:

-Acid Maw

The bearer gains the Acid Maw keyword.

-Magmaspurt Cannon

Weapon Range Type S AP D Abilities
Magmaspurt Cannon - - - - - Before selecting targets, select one of the profiles below to make attacks with.
Pyrogout 18" Assault 2D6 4 -1 1 Each time an attack is made with this weapon, that attack automatically hits the target.
Burning Spray 12" Assault D6 6 -2 2 Each time an attack is made with this weapon, that attack automatically hits the target.
Piercing Heat 24" Assault 1 9 -4 D6+2 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+4.

Special Rules: <tabs> <tab name="Extremely Volatile"> Each time a model in this unit is destroyed, roll one D6 before removing it from play. On a 4+, it explodes, and each unit within 3" suffers D3 mortal wounds. </tab> </tabs>

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • Elites, Infantry, Ignis-Class Pyrovores, Core, Acid Blood


Fast Attacks[edit | edit source]

Wyrm Pack[edit | edit source]
Due to the nature of the Nidhoggr's biology, smaller biomorphs such as rippers would quickly die from auto-combustion; to combat this, the Norn Queen of the fleet has engineered the Wyrms to fill the important biological niche. These overgrown worm-like creatures not only consume leftover biomass but also burrow deep underground to consume the precious materials needed for the fleet's sustenance.

This unit contains 3 Wyrms (Power Rating: 3). It can up to 3 additional Wyrms (Power Rating: +3) or up to 6 additional Wyrms (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Wyrm 6" 5+ 5+ 4 4 3 3 4 5+ 20

Biomorphs:

-Melting Maw

Weapon Range Type S AP D Abilities
Melting Maw Melee Melee User -1 1 Each time the bearer makes an attack with this weapon, an unmodified hit roll of 6 automatically wounds the target.

Special Rules: <tabs> <tab name="Burrow and Squirm"> Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armor saving throw made against that attack. </tab> <tab name="Death From Below"> See Army Rules - Universal </tab> <tab name="Lesser Organisms"> If your army is Battle-forged, this unit cannot be taken as a compulsory Battlefield Role slot in a Detachment. </tab> </tabs>

Keywords:

  • Faction: Hive Tendril, Nidhoggr, Tyranids
  • Fast Attacks, Beast, Wyrm Pack, Burrower


Lords of War[edit | edit source]

Magma Corer[edit | edit source]
Magma Corers are enormous Tyranid biomorphs engineered for planet consumption. These hulking monsters possess a shell a thousand times stronger than diamonds that makes them nigh-invulnerable to small arms fire and whose purpose is to enable the creature to dig into the planet's mantle and start a chain reaction that results in the detonation of multiple fault lines around the crust, breaking it apart and hampering the native forces' resistance. This process is fatal to the Magma Corer but it's a small price the Hive Mind is willing to pay. But their powerful strength isn't to be feared only up-close, debris, tanks, and even buildings are thrown by the creature thanks to its incredible limbs. A Magma Corer is a death sentence incarnated, for everyone and everything standing on solid ground.

This unit contains 1 Magma Corer (Power Rating: 100).

Name M WS BS S T W A Ld Sv Pts/model
Magma Corer 12" 3+ 4+ 10 9 31-45 6 6 2+ 2000
Magma Corer 10" 4+ 4+ 9 9 21-30 2D3 6 2+ 2000
Magma Corer 8" 4+ 5+ 8 9 11-20 D3 6 2+ 2000
Magma Corer 6" 5+ 6+ 7 9 1-10 1 6 2+ 2000

Wargear:

-Drill Horn

Weapon Range Type S AP D Abilities
Drill Horn Melee Melee 16 -5 12 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Enemy unit must subtract 3 from any invulnerable save used against an attack made by this weapon.

-Gigantic Shoveling Claws

Weapon Range Type S AP D Abilities
Gigantic Shoveling Claws Melee Melee x2 -5 4D3 When attacking with this weapon, you must subtract 1 from the hit roll. If a Vehicle or Monster (that has 18 wounds or less) is slain by this weapon, pick an enemy unit within 24" of the bearer and roll a number of D6s equal to the wound characteristic of the destroyed model. For every roll of 4+, that unit suffers 1 mortal wound.
Gigantic Shoveling Claws 48" Heavy 2D6 6 0 2 Blast.

Special Rules: <tabs> <tab name="Burrowing Nightmare"> At the beginning of any of your Movement phases, any Magma Corer that is not within 1" of an enemy unit can burrow. Remove it from the battlefield – it can return as described in the Magmatic Eruption ability. A Magma Corer may not burrow and return to the battlefield in the same turn. If the battle ends while the Magma Corer is underground, it is considered to be slain. </tab> <tab name="Impervious Chitin"> Attacks made against this model suffer a penalty of 1 to the wound roll and a penalty of 2 to its AP characteristic. In addition, attacks made against this model don't receive a bonus to their damage roll, regardless of any special rule or stratagem (es. "melta" weapons don't get a bonus to their damage if they fire at this model and it's within half of their range). </tab> <tab name="Magmatic Eruption"> During deployment, you can set up a Magma Corer underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Magma Corer anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" from any other Magma Corers set up this way this turn, then roll a D6 for each enemy unit within 9" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 2D3 mortal wound, on a 4-5 it suffers 2D3+3 mortal wounds and on a 6 it suffers 3D3+3 mortal wounds. The Magma Corer cannot charge in the same turn. </tab> <tab name="Mantle Fissure"> While a Magma Corer is underground, you may decide to execute a mantle dive. If so, the Magma Corer is immediately considered to be slain; then select a number of enemy units (that aren't Aircraft) on the battlefield equal or lower to the one described in the table below. Roll a die for every unit selected; on a 3+ that unit suffers 4D3 mortal wounds.

Remaining Number of Wounds Number of Enemy Units Selectable
31-45 12
21-30 9
11-20 6
1-10 3

</tab> <tab name="Unstoppable Behemoth"> This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances, or Falls Back, it can be moved across other models excluding Vehicle or Monster models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them. </tab> </tabs>

Keywords:

  • Faction: Hive Tendril, Tyranids, Nidhoggr
  • Lords of War, Magma Corer, Monster, Titanic