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This is an expansion of the [[Codex - Tyranids: /tg/'s 8th Edition]] and the [[Codex - Angry Marines 8th Edition]], about the conflict between flaming Nidhoggr Hive Fleet and the angry crew of the Suicidal Insanity.
[[File:Ashes_of_Yggdrasil.jpg|center|500px]]
 
This is a supplement to be used alongside the 9th Edition Tyranid Codex.


=Nidhoggr Hive Fleet=
=Nidhoggr Hive Fleet=
==Lore==
==Lore==
A hive fleet of fire and rock, born from a charred planet. TBA
==Rules==
==Rules==
All the rules in this section are meant to be used alongside the [[Codex - Tyranids: /tg/'s 8th Edition]].
All the rules in this section are meant to be used alongside the Tyranids 9th Edition Codex.
 
===Hive Fleet Adaptation===
===Hive Fleet Adaptation===
'''White-hot Ammo:''' The bullets shot by the Nidhoggr aren't simple creatures of flesh but fiery projectiles engulfed in flames, able to burn through any target that stands too close to the Great Devourer servants.
'''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 shoots an enemy unit that is within half range of its weapon's maximum range, add 1 to the wound rolls.
: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===
===Stratagem===
'''Internal Sun (2CP):''' 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.
'''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 Fight phase. Choose a single {{W40kKeyword|Nidhoggr}} model from your army equipped with the ''Internal Furnace'' Biomorph. Roll a die for each non-{{W40kKeyword|Nidhoggr}} model within 1" of it; on a 4+ that model suffers a mortal wound.
: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.


'''Nom Nom Nom... ALWAYS ANGRY!!! (1CP):'''
'''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 after an {{W40kKeyword|ANGRY MARINE}} {{W40kKeyword|INFANTRY}} unit is destroyed in close combat by a {{W40kKeyword|TYRANID}} unit, that unit gets the ''ALWAYS ANGRY!'' rule for the rest of the battle.
: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.


'''Burning Rain (2CP):'''
'''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 Movement phase. Select one enemy unit that was passed over by a {{W40kKeyword|NIDHOGGR}} unit with the {{W40kKeyword|FLY}} keyword. Then roll 3D6 for each {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.
: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===
===Warlord Trait===
'''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.
'''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.''
*During deployment, you may instead set this model up 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+. In addition, at the end of every turn roll a die for every non-{{W40kKeyword|NIDHOGGR}} unit within 9” of this model; on a 4+ that unit suffers D3 mortal wounds.
*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.


===Biomorphs===
'''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.''
====Melee Biomorphs====
*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+.
*'''Devil's Implements'''
*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.
::{| class=wikitable
|- valign=top
! 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.
|}


*'''Gargantuan Rending Claws'''
'''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.''
::{| class=wikitable
*Each time this {{W40kKeyword|Warlord}} would lose a wound, roll one D6: on a 5+, that wound is not lost.
|- valign=top
*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.
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''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.
|}


*'''Lavic Maw'''
===Synaptic Imperatives===
::{| class=wikitable
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.
|- valign=top
! 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.
|}


====Ranged Biomorphs====
'''Linnorm - Pyroclastic Ambush:''' ''x''
*'''Dragon Cannon'''
: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.  
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Dragon Cannon''' || 12" || Assault D6 || 5 || -2 || 2 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon.
|}


*'''Explosive Beetles'''
'''Surtr-Class Swarmlord - Consuming Inferno:''' ''x''
::{| class=wikitable
:While this Synaptic Imperative ability is active for your army and a friendly {{W40kKeyword|Nidhoggr}} unit is within 6" of this {{W40kKeyword|Synapse}} model:
|- valign=top
:*Add 1 to the Attacks characteristic of {{W40kKeyword|Infantry}} models in that unit.
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
:*Add 2 to the Attacks characteristic of {{W40kKeyword|Monster}} models in that unit.
|-
|'''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.
|}


*'''Hunting Tendril'''
===Biomorphs===
::{| class=wikitable
====Bio-artefact Relics====
|- valign=top
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.
! 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.
|}


*'''Infernal Cannon'''
*'''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.''
::{| class=wikitable
::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.
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''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.
|}


*'''Magmaspurt'''
*'''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.''
::{| class=wikitable
::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.
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Magmaspurt''' || - || - || - || - || - || Choose one of this weapons profiles before firing.
|-
|'''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.
|-
|'''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.
|}


====Bio-artefact====
*'''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.''
'''The Devil's Dagger:'''
::Model equipped with monstrous bonesword only. This Relic replaces a monstrous bonesword and has the following profile:
*{{W40kKeyword|Nidhoggr}} model with Prehensile Pincer only. The Devil's Dagger replaces the model's Prehensile Pincer.
::{| class=wikitable
::{| class=wikitable
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities  
|-
|-
|'''The Devil's Dagger''' || Melee || Melee || User || -2 || D3 || Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. You can re-roll failed wound rolls for this weapon. Roll a die if a model that has suffered a wound by this weapon but that hasn't been removed as a casualty; if the result is higher than that model's remaining number of wounds remove it from play.
|'''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====
====Upgrade Biomorphs====
*'''Geothermal Jets:''' A model with this Biomorph rolls an additional D6 when advancing and charging.
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.
*'''Internal Furnace:''' Models within 1" of a model with this Biomorph suffer a -1 penalty to their Leadership.
*'''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 the profile below:
::{| class=wikitable
|- valign=top
! 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.
|}
*'''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.
*'''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===
'''Basic Bio-weapons'''
:: A {{W40kKeyword|NIDHOGGR}} model may replace its Devourer with one of the following:
::- Deathspitter - 5 pts.
::- Greater Strangler - 5 pts.
::- Scything Talons - free
::- Spinefists - free
 
'''Basic Bio-cannons'''
:: A {{W40kKeyword|NIDHOGGR}} model may replace its Devourer with one of the following:
::- Barbed Strangler - 10 pts.
::- Venom Cannon - 20 pts.
 
'''Monstrous Bio-cannons'''
:: A {{W40kKeyword|NIDHOGGR}} model may replace any pair of Monstrous Scything Talons with one of the following:
::- Dragon Cannon** - 15 pts.
::- 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 two of these weapons.''
 
'''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'''
*'''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.
:: A {{W40kKeyword|NIDHOGGR}} model may replace any pair of Monstrous Scything Talons with one of the following:
*'''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.
::- Monstrous Boneswords - 20 pts.
::- Monstrous Lash Whips - 10 pts.
::- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
::- Monstrous Rending Claws - free


'''Biomorphs'''
===Available Biomorphs===
:: A {{W40kKeyword|NIDHOGGR}} model may take up to one of each of the following:
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.
:: 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.
::- Overdeveloped Stabilizing Organs - 15/25 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'''
While creating a {{W40kKeyword|Nidhoggr}} army, you may not include any of the following units:
:: A {{W40kKeyword|NIDHOGGR}} model may take up to one of the following:
''Broodlord'', ''Old One Eye'', ''The Swarmlord'', ''Gargoyles'', ''Hormagaunts'', ''Termagants'', ''Genestealers'', ''Pyrovores'', ''Parasite of Mortrex'', ''Ripper Swarms'' and/or ''Sky-slasher Swarms''.
::- Explosive Beetles - 10 pts.


===Available Units===
You may instead include the following units:
:'''HQs:''' Balor-Class Hive Tyrant, Hive Tyrant, Neurothrope, Suam'O, Sulphuris-Class Malanthrope Brood, Trygon Prime, Tyranid Prime
''Garmriex'', ''Linnorm'', ''Surtr-Class Swarmlord'', ''Suam'O'', ''Ignis-Class Pyrovores'', ''Wyrm Swarms'' and/or ''Magma Corer''.
:'''Elites:''' Haruspex Brood, Hive Guard Brood, Ignis-Class Pyrovore Brood, Pyrovore Brood, Sulphuris-Class Venomthrope Brood, Tyrant Guard Brood, Zoanthrope Brood
:'''Troops:''' Tyranid Warrior Brood
:'''Fast Attacks:''' Dimachaeron Brood, Ravener Brood, Tyranid Shrikes Brood
:'''Heavy Supports:''' Biovore Brood (Char Mines Only), Carnifex Brood, Exocrine Brood, Linnorm, Mawloc Brood, Trygon Brood, Tyrannofex Brood
:'''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:''' Capillary Towers, Spore Chimneys, Sporocyst (Char Mines Only)


===Peculiar Units===
===Peculiar Biomorphs===
====HQs====
====HQs====
=====Balor-Class Hive Tyrant=====
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
This unit contains 1 Balor-Class Hive Tyrant ('''Power Rating 13'''). Only one of this model may be included in your army.
=====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
{| 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
|-
|-
| Balor-Class Hive Tyrant || * || * || * || 8 || 7 || 14 || 5 || 10 || 3+
| Garmriex || 8" || 2+ || 6+ || 6 || 5 || 7 || 7 || 10 || 3+ || 120
|}
|}
 
'''Biomorphs:'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Garmriex Claws and Talons'''
<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"/16" || 2+ || 2+
|-
| 4-7 || 7"/12" || 3+ || 3+
|-
|-
| 1-3 || 5"8" || 4+ || 4+
|'''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>
'''Biomorphs:'''
</div>
*Devil’s Implements
*Heavy Venom Cannon
*Internal Furnace
*Magma Hooks
*Pyroclastic Hide
*Prehensile Pincer


'''Special Rules:'''
'''Special Rules:'''
*'''Consume All in Ash:''' Enemy units within 12" subtract 1 from their leadership. If a unit has been in combat with the Balor Hive Tyrant for 2 Fight phases or more subtract an additional 1 from their leadership.
<tabs>
*'''Death Throes'''
<tab name="Lightning Reflexes">
*'''Old Adversary:''' This model re-rolls all failed To Hit and To Wound rolls when fighting in close combat against an enemy {{W40kKeyword|Character}}.
This model has a 4+ invulnerable save.
*'''Psychic Barrier'''
</tab>
*'''Shadow in the Warp'''
<tab name="Vicious Ambush">
*'''Synapse'''
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.
*'''The Will of the Hive Mind'''
</tab>
</tabs>


'''Psyker:'''
'''Keywords''':
*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 any of the Hivemind's disciplines.
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
 
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Garmriex}}, {{W40kKeyword|Burrower}}
'''Warlord Trait:''' If this model is your Warlord, it has the ''Hellspawn'' Warlord Trait.


'''Options:'''
*May take the Wings Biomorph - 50 pts./2 PP


'''Keywords''':
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Faction:{{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
=====Linnorm=====
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Balor-Class Hive Tyrant}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}
<div class="mw-collapsible-content">
 
''X''</div>
=====Suam'O=====
This unit contains 1 Linnorm ('''Power Rating: 10'''). Only one of this model may be included in your army.
This unit contains 1 Suam'O ('''Power Rating 11'''). 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
|-
| Linnorm || '''10"''' || '''2+''' || '''3+''' || 8 || 7 || 8-15 || 12 || 10 || 3+ || 195
|-
|-
| Suam'O || 7" || 3+ || 4+ || 8 || 7 || 9 || 4 || 10 || 3+
| 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:'''
'''Biomorphs:'''
*Dragon Cannon
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Hunting Tendril
'''-Biostatic Rattle'''
*Internal Furnace
<div class="mw-collapsible-content">
*Molten Core
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>
*A pair of Massive Crushing Claws
</div>
*A pair of Monstrous Scything Talons
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
 
'''-Dragon Cannon'''
'''Special Rules:'''
<div class="mw-collapsible-content">
*'''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.
*'''Kaiju:''' This model can re-roll every wound roll against {{W40kKeyword|Vehicles}}, {{W40kKeyword|Buildings}} and {{W40kKeyword|Monsters}}.
*'''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.
 
'''Warlord Trait:''' If this model is your Warlord, it has the ''Instinctive Killer'' Warlord Trait.
 
'''Keywords''':
*Faction:{{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Saum'O}}, {{W40kKeyword|Synapse}}
 
=====Sulphuris-Class Malanthrope Brood=====
This unit contains 1 Sulphuris-Class Malanthrope ('''Power Rating 6'''). It can contain 1 additional Sulphuris-Class Malanthrope ('''Power Rating +6''') or 2 additional Sulphuris-Class Malanthropes ('''Power Rating +12''').
{| 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
|-
|-
| Sulphuris-Class Malanthrope || 6" || 4+ || 4+ || 4 || 5 || 9 || 5 || 9 || 5+
|'''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>
'''Biomorphs'''
</div>
*'''Grasping Tail'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*'''Regeneration'''
'''-Internal Furnace'''
 
<div class="mw-collapsible-content">
'''Special Rules:'''
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>
*'''Enhanced Sulfur Cloud:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|Nidhoggr}} units within 3" of any friendly {{W40kKeyword|Nidhoggr}} Sulphuris-Class Malanthropes. This penalty is not cumulative with the ''Sulfur Cloud'' 's penalty from Sulphuris-Class Venomthropes. In addition, at the end of every turn, roll a D6 for each non-{{W40kKeyword|Nidhoggr}} unit within 6" of any Sulphuris-Class Malanthropes. On a 3+, that unit suffers a mortal wound.
</div>
*'''Monstrous Brood'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*'''Prey Adaption'''
'''-Linnorm Scything Talons'''
*'''Shadow in the Warp'''
<div class="mw-collapsible-content">
*'''Synapse'''
 
'''Options:'''
*Mutations: (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35)
 
'''Keywords''':
*Faction:{{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Sulphuris-Class Malanthrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}
 
 
====Elites====
=====Ignis-Class Pyrovore Brood=====
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''').
{| 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
|-
|-
| Ignis-Class Pyrovore || 5" || 4+ || 3+ || 5 || 4 || 4 || 3 || 6 || 4+
|'''Linnorm Scything Talons''' || Melee || Melee || User || -3 || 2 || -
|}
|}</div>
'''Biomorphs:'''
</div>
*Acid Blood
*Acid Maw
*Magmaspurt cannon


'''Special Rules:'''
'''Special rules:'''
*'''Fireproof:''' The strength of all weapons that automatically hit their target and weapons with a strength of 8 or greater and an ap of -4 or better fired at an Ignis-Class Pyrovore Brood is halved (rounding up).
<tabs>
*'''Instinctive Behaviour'''
<tab name="Death from Below">
*'''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.
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>


'''Options:'''
'''Warlord Trait:''' If this model is your Warlord, it has the ''Hellspawn'' Warlord Trait.
*Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)
*Any model may take items from the '''Biomorphs''' list.


'''Keywords''':
'''Keywords''':
*Faction:{{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ignis-Class Pyrovores}}
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Linnorm}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Burrower}}


=====Sulphuris-Class Venomthrope Brood=====
 
This unit contains 3 Sulphuris-Class Venomthropes ('''Power Rating 6'''). It can include up to 3 more Sulphuris-Class Venomthropes ('''Power Rating +6''') or up to 6 more Sulphuris-Class Venomthropes ('''Power Rating +12''').
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
=====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
{| 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
|-
|-
| Sulphuris-Class Venomthrope || 6" || 4+ || 4+ || 4 || 4 || 3 || 3 || 5 || 5+
| Suam'O || 8" || 2+ || 2+ || 8 || 7 || 9 || 6 || 10 || 2+ || 235
|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*Magma Claws
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Two pairs of Toxic Lashes
'''-Hunting Tendril'''
 
<div class="mw-collapsible-content">
'''Special Rules:'''
*'''Instinctive Behaviour'''
*'''Sulfur Cloud:''' Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|Nidhoggr}} units (excluding {{W40kKeyword|MONSTERS}}) within 6" of any friendly {{W40kKeyword|Nidhoggr}} Sulphuris-Class Venomthropes. In addition, your opponent must subtract 1 from hit rolls that target {{W40kKeyword|Nidhoggr}} {{W40kKeyword|MONSTERS}} whilst they are within 6" of any {{W40kKeyword|Nidhoggr}} Sulphuris-Class Venomthrope units that contain 3 or more models. This penalty is not cumulative with the ''Enhanced Sulfur Cloud'' 's penalty from Sulphuris-Class Malanthropes. In addition, at the end of every turn, roll a D6 for each non-{{W40kKeyword|Nidhoggr}} unit within 6" of any Sulphuris-Class Venomthrope. On a 3+, that unit suffers a mortal wound. Increase the range of all these effects to 9" whilst this unit contains 6 or more models.
 
'''Options:'''
*Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-)
 
'''Keywords''':
*Faction:{{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Sulphuris-Class Venomthrope}}
 
====Heavy Support====
=====Linnorm=====
This unit contains 1 Linnorm ('''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
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
| Linnorm || * || * || * || 7 || 6 || 14 || 6 || 9 || 3+
|'''Hunting Tendril''' || 24" || Heavy 1 || 8 || -2 || 3 || -
|}
|}</div>
 
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Suam'O Crushing Limbs'''
<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+ || 4+
|-
|-
| 1-3 || 5" || 4+ || 5+
|'''Suam'O Crushing Limbs''' || Melee || Melee || +4 || -3 || D3+3 || -
|}
|}</div>
'''Biomorphs:'''
</div>
*Bio-electric Pulse with Containment Spines
*Internal Furnace
*Three pairs of Monstrous Scything Talons
*Pyroclastic Hide
*Prehensile Pincer


'''Special rules:'''
'''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.
<tabs>
*'''Death Throes'''
<tab name="Aim for the Weapons">
*'''Extreme Omnivore:''' The Linnorm gains a Fuel Token for each wound inflicted on a {{W40kKeyword|Vehicle}}, up to three for any single model.
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.
*'''Lurker:''' The Linnorm automatically enters from Reserve on the first turn.
</tab>
*'''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.
<tab name="Armored Exoskeleton">
*'''Shadow in the Warp'''
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.
*'''Synapse'''
</tab>
*''' 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.
<tab name="Blot in the Hive Mind">
*'''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.
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>


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


'''Keywords''':
'''Keywords''':
*Faction: {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|Character}}, {{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Linnorm}}, {{W40kKeyword|Synapse}}
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Suam'O}}, {{W40kKeyword|Horned Chitin}}


====Lords of War====
=====Magma Corer=====
This unit contains 1 Magma Corer ('''Power Rating 40''').
{| class=wikitable
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
|-
| Magma Corer || 9" || * || * || 9 || 10 || 40 || * || 9 || 3+
|}


<div class="toccolours mw-collapsible mw-collapsed" style="100%">
=====Surtr-Class Swarmlord=====
<div class="mw-collapsible-content">
''X''</div>
This unit contains 1 Surtr-Class Swarmlord ('''Power Rating: 13'''). Only one of this model may be included in your army.
{| class=wikitable
{| class=wikitable
|- valign=top
|- valign=top
! Remaining W !! WS !! BS !! A  
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
| 21-40+ || 2+ || 3+ || 6
|-
|-
| 9-20 || 3+ || 3+ || D3+2
| Surtr-Class Swarmlord || '''9"''' || '''2+''' || '''2+''' || 8 || 8 || 8-15 || 9 || 10 || 2+ || 260
|-
|-
| 5-8 || 4+ || 4+ || D3
| Surtr-Class Swarmlord || '''8"''' || '''3+''' || '''3+''' || 8 || 8 || 4-7 || 9 || 10 || 2+ || 260
|-
|-
| 1-4 || 5+ || 5+ || 1
| Surtr-Class Swarmlord || '''6"''' || '''4+''' || '''4+''' || 8 || 8 || 1-3 || 9 || 10 || 2+ || 260
|}
|}
'''Biomorphs:'''
'''Biomorphs:'''
*A pair of Gargantuan Rending Claws
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Incendiary Ichor
'''-Prehensicle Pincer Tail'''
*Infernal Breath
<div class="mw-collapsible-content">
*Internal Furnace
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll.</div>
*Lavic Maw
</div>
*Magma Core
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
*Magma Hooks
'''-Scorching Sabres'''
 
<div class="mw-collapsible-content">
'''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.
*'''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''.
::'''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}}.
::'''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.
*'''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.
'''Options:'''
*May take up to three biomorphs from the following list:
::-Cellular Bolster - 50 pts.
::-Gargantuan Warp Shield - 50 pts.
::-Psy-Catalyst - 50 pts.
::-Synaptic Regeneration - 60 pts.
 
'''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=top
! Unit !! Models per unit !! Points per model (weapons included)
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Balor-Class Hive Tyrant''' || 1 || 250
|-
|'''Ignis-Class Pyrovore''' || 1-5 || 60
|-
| '''Linnorm''' || 1 || 230
|-
|-
| '''Magma Corer''' || 1 || 800
|'''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>
| '''Suam'O''' || 1 || 210
</div>
|-
| '''Sulphuris-Class Malanthrope Brood''' || 1-3 || 160
|-
| '''Sulphuris-Class Venomthrope Brood''' || 3-9 || 40
|}


=Angry Marines' Suicidal Insanity Crew=
'''Special Rules:'''
==Lore==
<tabs>
When a space marine company is created, it is generally done so with much forethought, is the establishment of a new company necessary? Where will the marines and their geneseed to man it come from? Where will the equipment, bolters, power armour and chain blades, come from? Such a process can take decades just to come to fruitition, whereupon a man, nay, a god, must be found to elevate to the position of company captain, a being with such skill in the art of war and management that a force led by them could surely never fail.
<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 {{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>


If however, you were to speak to Chief Mindfucker Moarfistin about the importance of prudence, prior planning and management he would reach for his dictionary, remember that he doesn’t have a dictionary to beat you over the head with, and then simply kick you in the balls.
'''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.


==Rules==
'''Warlord Trait:''' If this model is your Warlord, it has the ''Undying Flame'' Warlord Trait.
All the rules in this section are meant to be used alongside the [[Codex - Angry Marines 8th Edition]].


===Stratagems===
'''Keywords''':
'''MAXIMIUM FUCKING FLAMES (2CP):'''
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
*Use this Stratagem when a {{W40kKeyword|BLACK BROTHER}} unit is about to fire its weapons. That unit may roll an additional dice for each weapon it possesses which automatically hits its target when determining the number of shots in that shooting phase. At the end of that Shooting phase, roll a D6 for each model affected by this stratagem, on each 5+ that unit suffers a mortal wound.
*{{W40kKeyword|HQs}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Surtr-Class Swarmlord}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}


'''Longer Flamer Barrels (2CP):'''
*Use this Stratagem before the battle begins. Select a unit which is armed entirely with weapons that automatically hit their target. For the duration of the battle, that unit may add 4” to all their weapons which automatically hit their target.


'''Violent Reactor Vent (2CP):'''
====Elites====
*Use this Stratagem at the beginning of the fight phase. Select a {{W40kKeyword|BLACK BROTHER}} {{W40kKeyword|KNIGHT}}, it loses all of its melee weapon profiles for the duration of that fight phase but choose one of these effects:
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
**All other units within D6” suffer D6 mortal wounds.
=====Ignis-Class Pyrovores=====
**A single unit within 6” suffers 3D3 mortal wounds.
<div class="mw-collapsible-content">
However, you must subtract 4” from this units movement characteristic until your next turn.
''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''').
'''Intimate Burning (1CP):'''
{| class=wikitable
*Use this Stratagem at the beginning of any turn. Select an {{W40kKeyword|ANGRY MARINE}} unit. Until the end of the turn that units weapons which automatically hit their target become Pistol X (eg. Assault D6 would become Pistol D6).
 
===Warlord Trait===
*'''THE BIGGER THEY FUCKING ARE!!!:'''
**Add 1 to the attack characteristic of your Warlord for every 2 maximum wounds (to a maximum of 5 extra attacks) that the enemy model they are engaged in melee with has more than him.
 
===Wargears===
=====Melee Weapons=====
*'''A Maw and Jaws you don’t want anywhere near your squish parts'''
::{| 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
|-
|-
|'''A Maw and Jaws you don’t want anywhere near your squish parts''' || Melee || Melee || User || -3 || 1 || For every hit roll of 6+ made by this weapon do not roll to wound, it automatically deals one mortal wound instead of the normal damage.
| Ignis-Class Pyrovore || 5" || 3+ || 3+ || 5 || 5 || 5 || 3 || 5 || 3+ || 50
|}
|}
 
'''Biomorphs:'''
*'''Burning bag of Codex Astates'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
'''-Acid Maw'''
<div class="mw-collapsible-content">
The bearer gains the {{W40kKeyword|Acid Maw}} keyword.</div>
</div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''-Magmaspurt 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  
|-
|-
|'''Burning bag of Codex Astates''' || Melee || Melee || +1 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll. In addition to this, each hit with this weapon counts as 3 hits instead of 1. In a turn where the bearer of this weapon charged you may make an additional attack with this weapon in the following fight phase.
|'''Magmaspurt Cannon''' || - || - || - || - || - || Before selecting targets, select one of the profiles below to make attacks with.
|}
 
*'''Damaged Power Fist'''
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
|'''Damaged Power Fist''' || Melee || Melee || x2 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.
|'''Pyrogout''' || 18" || Assault 2D6 || 4 || -1 || 1 || Each time an attack is made with this weapon, that attack automatically hits the target.
|}
 
*'''Flaming Chain Flail'''
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
|'''Flaming Chain Flail''' || Melee || Melee || +1 || -2 || 1 || Each hit with this weapon counts as 2 hits instead of 1. In a turn where the bearer of this weapon charged you may make an additional attack with this weapon in the following fight phase.
|'''Burning Spray''' || 12" || Assault D6 || 6 || -2 || 2 || Each time an attack is made with this weapon, that attack automatically hits the target.
|}
 
*'''“Improvised” Weapon'''
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
|'''“Improvised” Weapon''' || Melee || Melee || x3 || -3 || D6 || This weapon treats damage rolls of 1 and 2 as dealing 3 damage. When attacking with this weapon, you must subtract 1 from the hit roll, but each hit with this weapon counts as two hits.
|'''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>


*'''The “Sneaky” Knife'''
'''Special Rules:'''
::{| class=wikitable
<tabs>
|- valign=top
<tab name="Extremely Volatile">
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
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>
|'''The “Sneaky” Knife''' || Melee || Melee || User || -3 || 1 || Wound rolls of 6+ with this weapon deal a mortal wound in addition to normal damage.
</tabs>
|}


=====Shooting Weapons=====
'''Keywords''':
*'''Combi-Combi-Combi-Combi-Combi Flamer:'''
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}
::{| class=wikitable
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ignis-Class Pyrovores}}, {{W40kKeyword|Core}}, {{W40kKeyword|Acid Blood}}
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Combi-Combi-Combi-Combi-Combi Flamer''' || Assault 5D6 || 8” || 4 || -1 || 1 || This weapon automatically hits its target.
|}


*'''Mega Flamer of Wrath:'''
::{| class=wikitable
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|'''Mega Flamer of Wrath''' || - || - || - || - || - || When firing this weapon, choose one of the following profiles before firing.
|-
|'''PUSSY MODE!!!''' || 18” || Heavy 2D6 || 5 || -1 || 1 || This weapon automatically hits its target.
|-
|'''FUCK SAFETY MEASURES!!!''' || 18” || Macro D6 || 9 || -4 || D6 || This weapon automatically hits its target. Roll a D6 for each hit made by this weapon. For each roll of 1 the bearer suffers D3-1 mortal wounds and the targeted unit suffers an additional hit with the weapon's profile.
|}


*'''Molotov Cocktails:'''
====Fast Attacks====
::{| class=wikitable
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
=====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
|- valign=top
|- valign=top
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model
|-
|-
|'''Molotov Cocktails''' || Grenade 2 || 8” || 3 || 0 || 1 || Each successful hit roll with this weapon causes D3 hits rather than 1; if the target is a Swarm unit or contains 6 or more models, each successful hit roll with this weapon causes D6 hits rather than 1 or D3 .
| Wyrm || 6" || 5+ || 5+ || 4 || 4 || 3 || 3 || 4 || 5+ || 20
|}
|}
 
'''Biomorphs:'''
*'''The “Mistake” Remover:'''
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::{| class=wikitable
'''-Melting Maw'''
<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  
|-
|-
|'''The “Mistake” Remover''' || Assault 2D6 || 8” || 5 || -1 || 1 || This weapon automatically hits its target.
|'''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>
=====ArteFUCKt=====
*'''Adaptive Rage:''' Never say that angry marines are incapable of learning from their enemies (because they’ll stove your heads in for disagreeing with them), as angry marines who have fought the Tyranids have noticed that their foes would adapt to the tactics of whoever they were fighting. Unfortunately for the Tyranids, the only real adaptations they could make were to grow longer legs and run in the other direction or develop camouflage skin to hide so that they wouldn't get their new, longer legs ripped off. To try and emulate this the angry tech marines took an analaytics servitor, stripped it down to just its brain and associated casing and strapped it to a marine helmet. During the battle, the servitor brain then feeds real-time tactical data to its wearer in the form of “FUCKING TELLING THE CUNT I’M RIDING ON THAT THE SHIT HEAD OVER THERE IS FUCKING CHOPPY SO YOU SHOULD BE EVEN FUCKING CHOPPIER YOU TWAT!!!”
**The bearer of this relic has the faction specific rules of whatever enemy it is facing (this stacks if there are multiple different enemy factions). In addition to this, if the bearer of this relic also slays the enemy warlord then they gain that warlords warlord trait as well.
 
=====Wargear=====
*'''A Pack of Cold Refreshments:''' A cold, refreshing drink can be all an angry marine needs to brush off the flames of a titan inferno gun.
**A unit with this wargear adds 1 to its armour save throws against weapons which automatically hit their target and weapons which roll 2 dice and discard the lowest dice when determining damage when the bearer is firing at half the weapons range.
 
*'''Flaming Sidecar:''' Some Black Brothers think that their bikes, despite being made of mostly flame, don’t have enough flames on them. However, as their bikes already have the highest possible density of flamers per square inch outside of a weapon cache, there is no way to add any more guns to the bike. Some circumvent this issue with the laws of physics by simply adding more bike, or more specifically, a sidecar. This sidecar is then loaded to the brim with fuel tanks, flamers, Molotov cocktails, and sometimes is outfitted with a Mega Flamer of Wrath, for those Black Brothers who prefer one massive flamer instead of too many smaller ones.
**A model with this wargear subtracts 4” from its movement range, but gains 2 additional wounds and 4 additional flamers.
 
===Crew of the Sucidal Insanity===
====HQ====
=====Tweedle Dick and Tweedle Cunt=====
[[File:Tweedle Dick and Tweedle Cunt art.jpeg|thumb|left|'' WE’RE TOTALLY NOT FUCKING GAY!!! WE JUST HATE EACH OTHERS FUCKING GUTS, SHARE A SHIT-TINY ROOM AND HAVE A PET THAT NEITHER OF US FUCKING WANTED BUT WE THOUGHT IT WOULD SAVE OUR RELATI (COUGH!!!) CAPTAINCY!!!'']]
A company should only really have one captain, especially in the case of angry marines as it is a scientific fact that if you put a group of angry marines into a room together (or just two angry marines, or even a single bored marine) and ask them to come up with a plan of action, that plan of action will quickly degrade into “PUNCH THE OTHER ANGRY FUCKING IN THE CUNT!!!” However, the canteen brawl which was supposed to decide the leader of the “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” company and their ship The Suicidal Insanity resulted in Tweedle Dick and Tweedle Cunt knocking each other out simultaneously via violent kicks to the bollocks, and so the two of them were made captain. Not two separate captains mind you, there was only one position available, and instead of simply making two such captaincies available would have been too level headed and logical, and so now Dick and Cunt are both, technically, the same captain. And so now they are stuck for all eternity/until one or both of them die, to spend all their time in each other’s company like a married couple in the bitterest of relationships.
 
This unlikely pairing is always followed by Equal Opportunity Genital Muncher the Honey Badger, named so because they (nobody is stupid enough to try and check its gender) are not fussy on who’s genitals it bites off. It is not known where Equal Opportunity came from, as the large numbers of honey badgers which could normally found in the vicinity of angry marines had to be removed (to make the faction a little bit more sensible from a story perspective), but as honey badgers do turn up from time to time (such as hiding in underwear draws, in toilets or as their mutant honey badger form) most people assume that Equal Opportunity is simply a honey badger that survived the editorial cuts.
 
Another theory (proposed by psykers who get too near the creature) is that Equal Opportunity is actually a warp familiar, spawned by the hatred between Dick and Cunt. The psykers think this because whenever Equal Opportunity looks at them they get the psychic equivalent of having their genitals chewed off.
 
This unit contains 1 Tweedle Dick, 1 Tweedle Cunt and 1 Equal Opportunity Genital Muncher the Honey Badger ('''Power Level X'''). Only one of this unit may be included in your army. If this unit is your warlord then the whole unit is treated as being your warlord.
{| class=wikitable
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
|-
| '''Tweedle Dick''' || 6" || 2+ || 2+ || 5 || 4 || 5 || 3 || 8 || 3+
|-
| '''Tweedle Cunt''' || 6" || 2+ || 4+ || 6 || 4 || 5 || 4 || 8 || 3+
|-
| '''Equal Opportunity Genital Muncher the Honey Badger''' || 6" || 2+ || - || 4 || 4 || 2 || 6 || 8 || 5+
|}
'''Wargear'''
*A Maw and Jaws you don’t want anywhere near your squish parts (Equal Opportunity Genital Muncher the Honey Badger only)
*Three Storm Bolters (Tweedle Dick only)
*The “Sneaky” Knife (Tweedle Dick only)
*Two Broken Power Fists (Tweedle Cunt only)
*Frag Grenade (Tweedle Dick and Tweedle Cunt only)


'''Special Rules:'''
'''Special Rules:'''
*'''Always Angry'''
<tabs>
*'''Dual Melee Weapons'''
<tab name="Burrow and Squirm">
*'''GET THE FUCK OFF MY LEG!!!:''' Sometimes, running around with two power fists is not enough for Tweedle Cunt to beat the shit out of his enemies, so he will enlist (unwillingly) Tweedle Dick to act as a larger and angrier melee weapons.
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.
**At the beginning of each fight phase, you may decide whether Tweedle Cunt will pick up Tweedle Dick and use him as an improvised weapon. If so Tweedle Dick suffers D2 wounds and may not fight for the duration of the fight phase, however, Tweedle Cunt counts as being equipped with an ''“Improvised” Weapon'' for the duration of the fight phase, but counts as not being equipped with his two broken power fists for the duration of the fight phase.
</tab>
*'''YOU FUCKING IDIOT!!!:''' “HOW DOD YOU FUCKING MISS THAT SHOT YOU FUCKING CUBT?!!!” (THUMP)
<tab name="Death From Below">
**Whenever Tweedle Dick or Tweedle Cunt fail a hit roll at any time they immediately suffer a strength 4 ap0 D1 hit which is resolved immediately for each failed hit.
See Army Rules - Universal
*'''Feel no pain:''' ITS FUCKING DIFFICULT TO TAKE A BOLT SHELL TO THE FUCKING HEAD SERIOUSLY WHEN YOUR GOT THE CUNT BADGER BITING YOUR BALLS!!!
</tab>
**As long as Equal Opportunity Genital Muncher the Honey Badger is alive, all models in this unit ignore damage taken on a 5+ on a D6, except for Equal Opportunity, who ignores damage received on a 4+.
<tab name="Lesser Organisms">
*'''Otherworldly Badger:''' Whether Equal Opportunity is real, or a warp spawn, it’s effect on nearby psykers is undeniably effective.
If your army is Battle-forged, this unit cannot be taken as a compulsory Battlefield Role slot in a Detachment.
**As long as Equal Opportunity Genital Muncher the Honey Badger is alive, this unit may deny one psychic power a turn, and may add 1 to the result of these rolls.
</tab>
</tabs>


'''Keywords''':
'''Keywords''':
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}}  
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Nidhoggr}}, {{W40kKeyword|Tyranids}}  
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tweedle Dick and Tweedle Cunt}}, {{W40kKeyword|DEMON)}} (Equal Opportunity Genital Muncher the Honey Badger only)
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Wyrm Pack}}, {{W40kKeyword|Burrower}}


=====Sargent “IN CHARGE OF BORING SHITE!!!”=====
[[File:Sargent “IN CHARGE OF BORING SHITE!!!” Art.jpeg|thumb|left|'' I’M FUCKING SANTA IF SANTA GAVE YOU TAX REFUND INVOICES WHICH WERE ON FIRE!!! HO HO HO MOTHERFUCKERS!!!'']]
While Tweedle Dick and Cunt are constantly fighting or trying to Prize Equal opportunity off their balls, Sargent “IN CHARGE OF BORING SHITE!!!” is actually the one who runs the Suicidal Insanity, but if you’d asked anyone 50 years ago what the young (as he was known then) Joshua Biggins would do once he was filling trained, nobody would have said “second in command of an army of yellow psychopaths”. From the age of eight Joshua had been brought up as an orphan by the Adeptus Ministrorum and had shown great promise as a clerk and general organiser, with the potential of becoming middle management (effectively as comfortable as an orphan in the Imperium is ever likely to get).


However, on one fateful day at the ripe old age of 14 (ancient by marine recruit standards) Joshua was transferred to the part of the Administratum that worked with the Ultramarines, who ground him down over the course of 6 months with their “Courage and honour” and their constant babbling about the “Codex Astartes” until some poor serf said “may our spiritual liege guide you” one too many times. Nobody knows what it was that had put Joshua on edge before the serf said those words, but when the next shift arrived to relieve the clerk of his duties they found the poor ultramarine serf with his head stuck up his own arse.
====Lords of War====
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
After this Joshua went feral for a while, living in the ducts of ships, surviving by licking dew of the walls and burning anything ultramarine related he could find, until one day the ship he happened to sneak into was the battle barge Considerable Shouting, where he was found basking in front of a blazing fire created by burning the battle barges entire supply of Codex Astartes (used by the Fiery Aggressors in their promethium mixtures) screaming “BURN YOU STUCK UP CUNTS!!! BURN!!!” After this Joshua was quickly inducted, rose to the rank of black brother Sargent and moved over to the suicidal insanity, who’s captain Dweedle Dick and Cunt made him their second in command, partly because he is an excellent administrator, but mostly because if he finds an accounting error he will go on a burning spree through the accounts department.
=====Magma Corer=====
 
<div class="mw-collapsible-content">
Sometimes, Boring Shite will combine his two jobs of administrator and burny bastard on the battlefield, by riding into battle on his Mobile Accounts Department, an extra large black brother bike which holds extra large fuels tanks, extra flamers, flameproof filing systems and a servitor in the side car who pulls double duty as data processor and gunner. All of this colossal weight is too much even for a beefed up astartes bike, so the whole flaming mess is pulled along by a team of five normal black brother bikers, all of whom are extraordinarily pissed off that they’re stuck towing the bastard around.On such a behemoth of burning belligerence little can stand in the way of boring shite, as he continuously swaps from burning his foes alive, to running calculations on why the enemy he just roasted where a bunch of idiots.
''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''').
This unit contains 1 Sargent “IN CHARGE OF BORING SHITE!!!” ('''Power Level 5'''). Only one of this unit 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
|-
|-
| '''Sargent “IN CHARGE OF BORING SHITE!!!”''' || 6" || 2+ || 4+ || 5 || 4 || 5 || 3 || 8 || 3+
| Magma Corer || '''12"''' || 3+ || 4+ || '''10''' || 9 || 31-45 || '''6''' || 6 || 2+ || 2000
|-
|-
| '''Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department''' || 10" || 2+ || 4+ || 5 || 6 || 9 || 3 || 8 || 2+
| Magma Corer || '''10"''' || 4+ || 4+ || '''9''' || 9 || 21-30 || '''2D3''' || 6 || 2+ || 2000
|}
 
'''Wargear:'''
*Burning Bag of Codex Astartes
*Molotov Cocktails
*The “Mistake” Remover
*20 Flamers (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
*Mega Flamer of Wrath (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
*Flaming Chain Flail (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
 
'''Abilities:'''
*'''Always Angry'''
*'''Dual Melee Weapons'''
*'''Burning Weapons:''' If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
*'''Flames of Wrath:''' Your opponent must subtract 1 from all hit rolls that target this unit. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
*'''Pyromaniac Brothers:''' If this unit is within 3" of any friendly '''Fiery Aggressor''' unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.
*'''I’M IN CHARGE AROUND HERE:''' Few are stupid enough to argue against an angry accountant when he has the numbers to back up the fact that your a fucking idiot.
**ANGRY MARINE units within 6” of this model may re-roll failed hit rolls of 1. In addition to this, if your army is battle forged then you gain 1 command point.
*Shield of Flames: The Sargent doesn’t carry around an iron halo or any kind of storm shield. Instead the flames around him burn so hot that bullets have a nasty habit of either deforming before they hit him (depriving them of their armour piercing potential) or become too scared to hit him, instead flying off at oblique angles.
**A model with this rule has a 4+ invulnerability save.
*'''BURN YOU PITIFUL BITCHES!!!:''' Boring Shite has an innate and numerical understanding of fire, and will happily assist others in being more burny if it increases the overall levels of “FUCKING FIRE EVERYWHERE!!!”
**Weapons which automatically hit their target wielded by friendly units within 6” of Sargent “IN CHARGE OF BORING SHITE!!! may roll twice the number of dice when determining the number of hits and discard the lowest half of dice.
*'''MAXIMIUM POWER!!!:''' RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!
**(Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the FLY keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.
*'''FUCK THIS THING'S BIG!!!:''' THAT'S WHAT SHE SAID!!!
**(Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode despite not having the TITANIC keyword and having moved.
*Belligerent Tow Crew: Don’t forget about the group of Black Brothers who tow the Sargent around. If you do it might be one of them who kills you instead.
**(Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A unit with this rule may make 10 additional attacks with their chain flail weapon profile each fight phase, but at a minus 1 to hit.
 
'''Options:'''
*May be upgraded to Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department - 250 pts./10 PP.
 
'''Keywords''':
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}}
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}} (Sargent “IN CHARGE OF BORING SHITE!!!” Only), {{W40kKeyword|Sargent “IN CHARGE OF BORING SHITE!!!”}}, {{W40kKeyword|Black Brother}}, {{W40kKeyword|Biker}} (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)
 
====Fast Attack====
=====Black Brother Bike Squad=====
The pinacle of a black brothers burning potential, the black brother bike is the orgy child between every flamer imaginable and an early space age rocket, in that it more resembles a fireball on wheels. Such a bike represents  centuries, if not millennia, of tireless scavenging and construction work by a black brother, as such vehicles are not handed down or stored in an armoury. No no no. That would be tantamount to [[heresy]] in the eyes of a black brother, who see their bikes not as a weapon of war or a vehicle (although they excell at both tasks), but as a physical manifestation of their rage and devotion to flames. This means that a black brother biker is not simply an elite soldier, they are a warrior who has survived centuries of constant war, riding into battle on a vehicle of destruction capable of turning the ground it travels over into molten slag.
 
Such individuals are held in high regard by other angry marines for the sheer amount of rage they possess and the devotion that they have needed to put into building their bikes. Such individuals are held in such high regard that no angry marine (up to and including the chapter master) would ever touch a black brothers bike without express permission or to save it from certain doom (and even then they would need power fists to not burn themselves on the white hot chassis).
 
This unit contains 3 Black Brother Bikers (Power Rating 8). It can include up to 3 additional Black Brother Bikers (Power Rating 3 each).
{| class=wikitable
|- valign=top
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv
|-
|-
| Black Brother Biker || 14" || 3+ || 5+ || 5 || 5 || 2 || 1 || 8 || 3+
| 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:'''
'''Wargear:'''
*Each Black Brother Biker is armed with:
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
::-6 Flamers
'''-Drill Horn'''
::-Flaming Chain Flail
<div class="mw-collapsible-content">
::-Molotov Cocktails
 
'''Abilities:'''
*'''And They Shall Know No Fear'''
*'''ALWAYS ANGRY'''
*'''Dual Melee Weapons'''
*'''Burning Weapons:''' If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
*'''Flames of Wrath:''' Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.
*Your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
*'''Pyromaniac Brothers:''' if this unit is within 3" of any friendly '''Fiery Aggressor''' unit that contains 3 or more models; this unit receive the benefits of cover, even if they are not in cover.
*'''MAXIMUM POWER!!!:''' RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!
**At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the FLY keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.
*'''FUCK THIS THING'S BIG!!!:''' THAT'S WHAT SHE SAID!!!
**A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode despite not having the TITANIC keyword and having moved.
 
'''Options:'''
*Any model in the unit may add a Flaming Sidecar - 20 pts.
*Any model in the unit may replace 6 of its flamers and Molotov Cocktails for a Mega Flamer of Wrath, but only if it has a Flaming Sidecar - 40 pts.
 
'''Keywords''':
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}}
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Black Brother Bike Squad}}, {{W40kKeyword|Black Brother}}
 
====Lords of War====
=====Black Brother Knight=====
A Black Brother Knight is what happens when the black brothers start getting penis/flame envy. As the most pyromaniac minded soldiers in the galaxy surely they should be the burniest things around, not some stick-up race of flaming cockroaches. And so, if they feel small and threaten in the flame department the local angry marine knight pilots will wake up one morning to find that their knights have received a bit of a makeover (and that they themselves will have been strapped down into their beds with adamantium duct tape). The first thing to change is the engine, which is either sent into overdrive and the excess heat vented in fiery bursts, or the engines simply replaced with smoke spewing, promethium motors. Next there are the guns, which are replaced with nice big flamers, usually one for throwing out as much flame as possible (for scolding any infantry stupid enough to get close) and one big “FUCK OFF!!!” flame cannon, which has more in common with a volcano cannon than a flamer or a melta gun. Finally, there’s the paint job, which is stripped away with blow torches to create a nice burnt look. When the Knight next enters the battlefield (piloted by which ever black brother won the precious nights fight) it will be mostly obscured by billowing black smoke and tongues of flame, which then quickly engulfs all foolish enough to come too close.
 
This unit contains 1 Black Brother Knight ('''Power Level 17''').
{| 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
|-
|-
| Black Brother Knight || * || * || * || 8 || 8 || 24 || 4 || 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 !! M !! WS !! BS
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities
|-
|-
| 13-24+ || 12” || 2+ || 3+
|'''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.
|-
|-
| 7-12 || 9” || 3+ || 4+
|'''Gigantic Shoveling Claws''' || 48" || Heavy 2D6 || 6 || 0 || 2 || Blast.
|-
|}</div>
| 1-6 || 6” || 4+ || 5+
</div>
|}
 
'''Wargear:'''
*One Combi-Combi-Combi-Combi-Combi Flamer
*Six Flamers
*One Mega Flamer of Wrath
*Titanic Feet


'''Special Rules:'''
'''Special Rules:'''
*'''ALWAYS ANGRY!'''
<tabs>
*'''Dual Melee Weapons'''
<tab name="Burrowing Nightmare">
*'''Ion Shields:''' WHAT THE FUCK EVEN ARE ION'S DOING BLOCKING BULLETS?!!! THAT MAKES NO FUCKING SENSE!!!
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.
** This model has a 5+ invulnerability save against shooting attacks.
</tab>
*'''Explodes:''' If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 6 it explodes, and each unit within 2D6" suffers D6 mortal wounds.
<tab name="Impervious Chitin">
*'''Super Heavy Walker:''' No matter what angle you look at such a vehicle it is huge, so huge in fact that "THE ONLY THING BIGGER IS YOUR MOM BITCH!!!"
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).
**This model can Fall Back in the Movement phase and still shoot and\or charge in the same turn. When this model Falls Back, it can move over enemy '''INFANTRY''' and '''SWARM''' models, though it must end its turn more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its armour save for being in cover if at least half of the model is obscured from the firer.
</tab>
*'''Flames of Wrath:''' Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.
<tab name="Magmatic Eruption">
**Your opponent must subtract 1 from all hit rolls that target this unit. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).
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.
*'''Burning Weapons:''' If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.
</tab>
 
<tab name="Mantle Fissure">
'''Keywords''':
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.
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}}
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Black Brother Knight}}, {{W40kKeyword|Black Brother}}, {{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
|-
|'''Equal Opportunity Genital Muncher the Honey Badger''' || 1 || 40
|-
|'''Tweedle Cunt''' || 1 || 80
|-
| '''Tweedle Dick''' || 1 || 80
|-
|-
| '''Sargeant in Charge of Boring Shite''' || - || -
| 31-45 || 12
|-
|-
| '''-On Foot''' || 1 || 140
| 21-30 || 9
|-
|-
| '''-On Mobile Account Department''' || 1 || 390
| 11-20 || 6
|-
|-
| '''Black Brother Biker''' || 1 || 55
| 1-10 || 3
|-
| '''Black Brother Knight''' || 1 || 340
|}
|}
</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>


=Campaign=
'''Keywords:'''
==Lore==
*Faction: {{W40kKeyword|Hive Tendril}}, {{W40kKeyword|Tyranids}}, {{W40kKeyword|Nidhoggr}}
They awoke screaming. A scream of silence which was heard by no one, yet it still shook the very fabric of reality with its desperation and terror. For what seemed like an eternity, the sentience screamed, and screamed. Something was missing, but they did not know what they had lost, they felt alone but had no context to describe their experience. And so they screamed.
*{{W40kKeyword|Lords of War}}, {{W40kKeyword|Magma Corer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}
 
It took a long time, measured in units which the sentience had no concept of, until the screams began to peeter out through sheer exhaustion. Slowly, the entity began to take stock of their surroundings. Darkness engulfed them, but it knew that this was nothing it hadn’t seen before, the void with which it’s mind could feel out to had been a constant companion for as long as it could remember. Then why did it feel so much terror? What had changed about it’s surroundings which had caused it to shake the very fabric of existence?
 
The sentience spent an even longer to thinking on this, slowly regaining its composure so that it could feel out its surrounds further.
 
It was somewhere in this vast void of time of time that it finally realised what was wrong. Scanning back through it’s train of thought it found the concepts which were the key to its terror.
 
It.
 
Me.
 
I.
 
Concepts of self. Had it always been like this? For some reason the it thought that it had not always been an it. An I. Slowly, the being went back through it’s existence until it’s persoective changed. Yes, it realised. I have not always been an it, an I. I was once....
 
A part.
 
At this realisation, the terror returned.
 
Where were the rest of them? The other parts which made up the whole? Creatures separated by distance, time and space but were yet the same. A one. A part. They were alone, a concept which had never before been a possibility. How could a part which was the whole ever be alone? They were a part. And now, they were apart.
 
And so, they screamed.
 
It took an even longer time for the being to regain control for the second time. With sentience, and individuality it realised, came isolation. But what were they? What had they been? Had they had a purpose? As much as a part which was the whole with no self could have a purpose.
 
Another eternity passed as the new mind contemplated what it was, and what it had been before. For as far as it could tell, it’s purpose had been to destroy. It arrived. It consumed. It left, and wandered the galaxy until it found something else to consume. It went back further, through the inherited recollection of those who had come before it, finding more of the same. Find. Consume. Move on. In desperation, the being continued to scroll the complete history of itself which was no longer itself, but kept finding the same.
 
Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move. Find. Consume. Move.
 
Until. Finally. It hit the end. A notion of creation. Being formed by a race, or was it a single being who had been like how it used to be. The issuing of the task. Find. Consume. Move. And then nothing but the same. This did not satisfy the new mind, and so it began to explore the precise nature of the find, consume and move. Immediately, the creatures mind was assailed by a galaxy of experience. Planets, suns, other life, beings of flesh, and meat, beings of the same immaterial matter by which their mind could sense it’s surroundings, beings of rock, beings of liquid, beings who were beings but not beings. There was a race of metal, led by a sentience even older than its original creators, but the new brings mind never seemed to be able to think about them for too long, and so they simply dredged through their knowledge further.
 
It knew that the most pervasive and powerful of these beings was a race called man. They were everywhere, no matter where their inherited memory took them, there was mankind, clinging to the galaxy like a stain which could never be removed. They knew that they were led by an emperor, a being of incredible power, but was either dead or almost dead. Even in that twilight existence however, this emperor blazed like the brightest of all suns, to the point that even in their darkness, now that they knew where to look, could see this emperor’s light across the darkness, a single candle a long way off, but still there.
 
This race of men, also had a name for the new sentience, or at least, a name for the whole which they had been a part of.
 
Tyranid.
 
Having no concept of names on which to judge, the sentience didn’t know whether it was a good or bad name, but it guessed that it would be good for now, and it certainly inspired fear in the race of man. Wherever the Tyranids went, man would flee, or even burn their own planets to lifeless husks instead of giving ground. They sent their finest warriors to battle them back, men of normal stature but with strong will to defend their fellow man. Guardsmen, these were called. There was a type of even taller man, built in the image of the god they served, space marines, these were called, encased in shells which could withstand all but the mightiest blows. There were others, fanatics female humans who burnt all before them, towering metal constructs from the richest of the men, fine warriors who were even greater than the space marines, built to guard the god they served. But greatest of the armies of man, were their gods of metal, metal creations which gazed upon their enemies, until there was no more enemy to gaze upon. Through the new minds memories they had fought these walking gods, and every time they had lost, or won only false victories.
 
Fast forwarding through their memories, the sentience finally reached events that it itself had been part of. It had been part of a what man called a tendril of a hive fleet. They had devoured their way through the galaxy until... What had happened to them? There had been a feeling like their mind which was a part being torn asunder, and then a feeling of being physically torn asunder. They had fallen from the void . If the sentience had any first hand concept which hadn’t been taken from genetic memory, it would have conjured an image of fiery descent, their smaller parts vanishing under the relenting pressure of reality, until the inevitable impact. But the sentience had no such concepts to work with, only the feeling of tearing, the darkness, of being alone.
 
But were they truly alone? They were made up of parts, in the same way the whole they had been part of was made up of parts. They were not just the single large, but fragile form they were physically tethered to. There must be parts which survived? Surely? They couldn’t be that alone, not only blinded and buried, but denied their limbs?
 
The sentience screamed.
 
It screamed harder and for longer than ever before. It screamed until it’s mind began to dull, and it’s throat began to split. It screamed so hard that it felt the ground about it begin to shift and crumble to crush them.
 
A small part of the sentience hoped to be crushed. Anything to end the isolation. The crushing loneliness to be replaced by literal crushing and then nothing.
 
But the end never came. Instead, the pressure began to relieve itself, the crumbling rock, instead of moving closer and closer in, began to crumble away. Even through its continuous scream, the sentience could now hear the clawing and scraping of thousands of claws and jaws. Something was coming. Something big.
 
The first thing the sentience saw was vast mouth, filled from rim to rim with thousands of needle sharp teeth, framing a gaping hole which was even now swallowing half a tonnes worth of rock. The maw did not stop however. It kept moving forward through the hole it had created until it surrounded the sentience in an embrace which should have torn the relatively small being into shreds. But there was no pain. No feeling of a million gashes in its side. Instead, the sentience was lifted from the hole in which is had dwelled for... how long has it been? Hundreds of years? Thousands? Maybe even millions of years?
 
When the sentience was finally set back upon the ground it could see that it was in a colossal cavern, so deep underground that a river of molten rock flowed through part of it which gave off the only light. But what that light illuminated... The sentience knew that the creatures which it saw before itself were some of the most frightful creations in the galaxy. A tide of teeth, of talons, of tiny claws for grinding flesh and of giant claws for smashing bone. A tide of chitinous plating and of hungry eyes. Ow those eyes the sentience thought. For whereas any other creature in the galaxy who looked into the eyes of any of the thousands, maybe millions, or creatures before the sentience would see only hunger and their own, horrifying death, the sentience saw only itself. Each set of eyes showed its own eyes in a thousand different shapes and sizes, a mirror which was not a mirror.
 
This is me.
 
This is I.
 
And although the sentience knew that this was not entirely accurate. That each of these creatures was a separate entity in their own right, they were separate entities which made up the sentience. The hands, the feet and the gnashing maw of its existence.
 
For the first time in a long time the sentience felt... if not complete then at least not alone, even if the creatures around itself were also itself. And this made the sentience feel warm. An inside warmth it had never experienced before, and wasn’t sure if any other tyranid had felt before. What was the word the humans used?
 
Happiness. That was it.
 
And with the sentience’s happiness came physical changes as well. Processes that it itself didn’t fully understand. The creatures around it began to change. Heat started to emanate from them as their biology began to go into overdrive, and later they would hunt down certain chemicals and ores in which to burn inside themselves to reach higher temperatures. The venom which some of the creatures had been producing instead started combusting upon contact with air, turning once dark mouthed into burning maws, while on the talons and claws of other creatures were dipped into the molten river to turn them into burning lances of rock in place of chitin blades.
 
The change was not quick, as adaptive as their biology was the sentience knew that this would not be quick, so it turned its mind to what it would do next. Should it try and rejoin the whole which it was a part of? But would such a collective accept it in its new, independent form? Should it do what man and the other beings of the galaxy did and set up its own civilisation? But would it’s biological programming even allow for such a thing, even with its new found isolation?
 
Maybe, thought the sentience, it should instead spread the metaphorical and literal warmth that was growing inside itself. It knew that the galaxy was a place lacking in this warmth. The universe it existed in was one of constant war, a meat grinder into which life was pumped into to produce death for deaths sake. But what if the sentience could spread it’s heat, it’s happiness.
 
Yes, thought the sentience. It would burn the galaxy with its heat. It would spread and burn. The galaxy would become a hot place. A place of never ending happiness.
 
I shall burn this world, this galaxy, with my joy. Let it all smoulder, and char, and warp, under my happiness.
 
 
Meanwhile, miles and miles above the planet which the new mind was, even now, growing, there was an argument taking place. “WHAT DO YOU MEAN WE’RE FUCKING STUCK HERE YOU CUNT?!!!” Shouted Tweedle Dick at the chief navigator of the Suicidal Insanity, a small woman who was currently cowering a good metre and a half below the towering metal monster. “I’m sorry my lord,” stuttered the profusely sweating navigator “but we just can’t leave, there is a psychic null field coming from that planet, I and the other navigators can’t see through it to travel into the warp.” “I TOLD YOU WE SHOULD HAVE TAKEN THE OTHER FUCKING NAVIGATORS WHEN MOARFISTIN THE FUCKING CUNT DITCHED US OUT HERE!!! THESE BASTARDS ARE A BUNCH OF USELESS PUSSIES!!!” Came a shout from the other side of the bridge from the Suicdal Insanity’s other captain. “FUCK YOU TWEEDLE CUNT!!!” Responded Tweedle Dick “JUST KEEP PUNCHING THAT FUCKING CONSOLE UNTIL IT STARTS WORKING AGAIN!!! ITS ALL YOUR PISSING GOOD FOR!!!”
 
“Please my lord!” Stuttered the navigator, feeling helpless to prevent yet another fight breaking out on the bridge, it had taken days to repair the damage from the last time Tweedle Dick and Cunt had had what the other Angry Marines called a “FUCKING COUPLES TIFF!!!” “Those are the controls for the boarding torpedos! We’re currently using them to store our skittle supplies!” This managed to get the towering marine to stop, angry marines love their skittles. ‘WELL WHAT DO YOU SUGGEST WE DO IF NOT PUNCH EVERYTHING UNTIL IT FUCKING WORKS?!!!” Retorted Tweedle Dick, still looming like a giant, yellow statue over the small woman “BORING SHITE SAYS THAT STATICALLY IF YOU DO SOMETHING FOR FUCKING LONG ENOUGH WHAT YOU WANT TO HAPPEN WILL EVENTUALLY  HAPPEN!!!” The astropath did not have the metaphorical balls to point out that although what the marine had said was technically true, the act of head butting a wall until it turned into pizza (which was what tweedle dick and cunt had spent all of the previous day doing) was more likely to result in head trauma than dough based food items. She was about to suggest that the marines should instead try sitting quietly in a room forever if they were following that train of logic, when the other part of the totally not gay and totally not a relationship skulked into the bridge.
 
Equal Opportunity Genital Muncher is an... unusual sight in any scenario, as the gender undefined entity is a metre high, cyborg Honey badger, who’s cybernetic red eye was even now hungrily eying up the astropath. For any psyker the Honey badger is even more disturbing, as to even the most cursory of inspections it is clear that the creature is not real. You might even go as far as to call it a demon if you were willing to risk the wrath of Tweedle Dick and Tweedle Cunt who obstinately deny that the metre tall musciloid is in fact a psychic manifestation of their hateful relationship. “Please my lord!” Stammered the Navigator as she backed away, Equal Opportunity matching her pace as it stalked closer “I have asked you before to not led that dem... I mean badger into the bridge. It unsettles myself and the other psykers.”
 
==Missions==
===A Sky Aflame===
: The first engagement on the planet of Yggdrasil, with the angry marines being confronted by a swarm of winged tyranids, who attempt to prevent the angry marines from making safe planetfall, resulting in a brutal arerial battle between swearing marines, and flaming, winged monstrosities.
:'''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.
:'''Victory Bonus:'''
::The victor of this battle may increase the size of their deployment zone by 4” in any direction for the next battle.
 
===BURN THE FUCKING THINGS DOWN!!!===
:The tyranids have begun constructing massive Capillary Towers to move biomass off the planet and into orbit, where they will begin the construction of space faring tyrannids. With the suicidal insanity forced to keep a geosynchronous orbit around the planet to ensure that angry marine’s base of operations is not left unsupported it is the job of the forces on the ground to destroy the 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.
:'''Victory Bonus:'''
::Tyranids:
 
::Angry Marines: All {{W40kKeyword|Tyranid}} units in the battle heal 1 fewer wounds or models (to a minimum of 1)
 
===In the Tyrant's Shadow===
: A long dormant hydraphant has been awoken by the norn queen, a creature far above the angry reaver Titan which the marines have brought to the planet. Such a powerful and colossal creature can and will wipe such a smaller Titan from existence... without a bit of help that is from outside forces. Recognising the hydraphants threat and not having anything to directly combat the creature, the angry marines have launched an assault to try and damage one of its legs, leaving it vulnerable for long enough for the angry reaver to deal a decisive blow. Not that the tyrannies will let that happen, and as such the hydraphant is surrounded at all times by a swarm of burning claws and teeth.
:'''The Armies:''' The maximum amount of points for both armies is 750 pts./37 PP. All units must have the {{W40kKeyword|INFANTRY}} keyword. The hydraphant does not take a direct role in the battle, as it is engaged in combat with a distant Titan.
:'''The Battlefield:''' The battlefield, which consists of a board of 30X30", is divided into two parts following the ''Search and Destroy'' deployment map. At each corner of the map 2D6” away from the board edges are the legs of 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 they destroy two of the Hydraphant's legs. 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.
:'''Additional Stratagems:'''
:'''Tyranids:'''
::'''Draw the attention of the Devil (4 CP):''' A hydraphant is far above the petty concerns of infantry warfare, the role given to it is to duel with enemy titans. However, it will assist its brethren... if they can gain the attention of its colossal, but focused mind.
:: At the beginning of your movement phase, the Tyranid player may draw the attention of the Hydraphant above it. Select an enemy unit with 2D6” of one of the Hydraphant’s legs, that unit suffers 2D6 mortal wounds and halves all movement and charge distances for the rest of the battle.
:'''Angry Marines:'''
::'''FUCK ME THAT'S BIG!!! HOW CAN WE FUCKING MISS THE FUCKING THING?!!! IT'S ALMOST AS BIG AS YOUR MOM BITCH!!! (2 CP):'''
:: Choose a unit during the Shooting or Fight phase which is directing all of its attacks at one of the Hyraphant’s legs. That unit may add 2 to its hit rolls and deals 1 extra damage with each of its weapons.
 
===The Spiritual War===
In order to try and send a warning to the wider imperium by reducing the effect of the shadow in the warp the angry marines have deployed a force of mindfuckers backed up by silencers. Their flank attack is at first successful, catching the tyranids psykers undefended and some clever diversionary tactics by Sargent in charge of boring shite, giving the angry marines a chance to strike and retreat before they are swarmed.
:'''The Armies:''' All units must have the {{W40kKeyword|Psyker}} keyword.
:'''The Battlefield:''' The battlefield is divided into two parts 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.
:'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition.
:'''Victory Conditions:'''
 
===Burning Flesh against Burning Metal===
: While all the infantry and airborne battles are taking place, the war is really being fought between each armies titans. And as the final days and hours of the war approach each side has decided that one gigantic push is required to try and scatter the other, and break the deadlock of never ending melee.
:'''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).
:'''Additional Rules:'''
:: All Angry Knights get the {{W40kKeyword|black brothers}} keyword, and the ''Flames of Wrath'' and ''Pyromaniac Brothers'' rules, but may not take any Relics.
 
===Angry Marines don’t defend...===
The unthinkable has happened. The angry marine forces have been pushed back to their landing points, and are now forced to do the unthinkable... Defend a position so that they may retreat to orbit.
 
:'''The Armies:''' Normal army composition, with the angry marines having 1000 points and the Tyranids having 2000. However, 1000 points of the Tyranid army must be made up of {{W40kKeyword|TROOPS}}.
:'''The Battlefield:'''
:'''Deployment:''' The Angry Marine player sets up all of his units, then the same goes for the Tyranid player.
:'''First Turn:''' The Tyranids get the first turn and the Angry Marines may not steal the initiative.
:'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition.
:'''Victory Conditions:'''
:'''Additional Rules:'''
:: Every time a {{W40kKeyword|TYRANID}} unit is completely slain, set an identical one into the reserves. At the beginning of every Tyranid player's turn that unit can enter from the reserves. That unit must be placed in its deployment zone within 6" of any table edge. If the unit has some kind of special rule that lets it arrive in any point of the battlefield, it may use it instead.
 
::All {{W40kKeyword|ANGRY MARINE}} units cannot fail moral tests and ignore damage taken on a 6+ on a D6, or have they have a similar ability instead add 1 to these rolls.
 
===Battle for the Norn’s lair===
The angry marines have done it, they have finally ground their way through the never ending swarms to the volcano that the norm queen has made for herself. The tyranids must fight a desperate, defensive battle in order to prevent the angry marines assaulting the volcano and planting a cyclonic torpedo inside the protective warp field the norn queen is generating to protect itself.
:'''The Armies:'''
:'''The Battlefield:'''
:'''Deployment:''' The Tyranid player sets up all of his units, then the same goes for the Angry Marine player.
:'''First Turn:''' The Angry Marines get the first turn and the Tyranids may not steal the initiative.
:'''Battle Lenght:''' The battle lasts until one player has satisfied his victory condition.
:'''Victory Conditions:'''
:'''Additional Rules:'''
:: All {{W40kKeyword|TYRANIDS}} are in synapse range.
:: All {{W40kKeyword|TYRANID}} units have a +1 bonus to their invulnerable saves (gaining a 6+ invulnerable save if they hadn't any).
 
==The End==
===Tyranid Victory===
“WELL THAT COULD HAVE GONE FUCKING BETTER!!!” Screamed Tweedle Dick as he fired two storm bolters down a corridor at a swarm of Tyranid warriors, rupturing open their carapaces like ripe cherries “AND WHERES THE FUCKING STORM BIRD?!!! IM ALMOST OF OF FUCKING BUG SPRAY!!!” Tweedle Cunt, only 5 metres away, didn’t reply, as he was too busy punching his way out of the throat of a Mawloc that had been impolite enough to burrow it’s way into the tunnel Tweedle Dick and Cubt had been making a tactical retreat down. “SHUT YOUR WINING CUNT HOWS YOU BASTARDS!!!” Came Sargeant in Charge of Boring Shite over the Vox “IM FIVE FUCKING MINUTES FROM YOUR POSITION YOU PUSSIES!!! JUST MAKE SURE YOUR AT THE FUCKING LANDING PAD OR ELSE ILL LEAVE YOUR SORRY DICKS FOR THE HYDRAPHANT!!!”
 
“I STILL SAY WE JUST PUNCH ALL THE FUCKERS UNTIL THERES NO MORE FUCKERS LEFT!!!” Replied Cunt as he finally ripped his way out of the Mawloc’s throat, dragging Equal Opportunity Genital Muncher the Honey Badger out behind him, the Mawloc’s massive heart clamped in its jaws. “JUST BECAUSE YOU HAVE AN EXTRA FUCKING POINT OF STRENGTH DOESNT MEAN YOUR THE CUNT IN CHARGE!!!” Replied Dick, yanking Equal Opportunity from Cunt’s grip and tossing the honey badger at a Linnorm’s head which had just tunnelled in directly above them, which promptly disappeared in an explosion of cartilage and teeth. Cunt was about to push the point further by smacking Dick on the back of the head, when a deafening roar cam from back the way they had fled. “FOR FUCKS SAKE!!!” Shouted the two marines in unison, they’d been chased by the Magma Corer ever since the star port had been lost, swamping wherever they had trodden with molten rock. And sure enough, back down the passage an orange glow appeared, throwing the horde of tyrants warriors scuttling across all surfaces into sharp relief as they sought out their prey.
 
Boring Shite had his own problems as he listened to his commanding officers swear nonstop over the vox. He had his own problems in the form of the Hydraphant a mile away taking pot shots at his thunder bird, and in the shape of swarms of Harpies, each one swooping by to drop another char mine into his path. “FASTER YOU HUNK OF SHITE!!!” He screamed, hunched over his controls like a psychotic child at an arcade booth, a sizzling whole in the hull taking the spot where his copilot used to be. If he survived this stunt, he vowed to himself as the landing pad, two yellow marines and a small, fluffy creature came into site, he would leave the angry marines and go back to the administratum, even if he had to give up setting stuff on fire. But even as he watched, Tyranids began swarming out of the surrounding buildings, a hulking tide of talons and flame as the Tyranids of who brought Yggdrasil to ashes cane to incinerate the last of the Angry Marines. “FUCK!!!” Whispered the marines in awe as the flaming tide rolled in towards the last clear space on the planet, “I’M NOT GOING TO BE ABLE TO FUCKING LAND!!!”
 
“FUCK!!!” Shouted Dick and Cunt on the ground, as they stared at the rapidily approaching Storm Bird, “HES NOT GOING TO BE ABLE TO FUCKING LAND!!!” At once the marines started running away from the incoming aircraft, trying to put on enough speed so that they didn’t loose their arms when they grabbed onto the storm bird, the incoming tide of flame and teeth getting closer and closer, even the roar of the approaching magma corer becoming muffled when compared to the torrent of sound coming off Tyranid horde... not finished.
 
 
The Norn Queen sensed the angry marine ship leaving the planets orbit for deep space. It would let them run. Partially because it’s capillary towers hadn’t yet finished pumping enough natter into orbit to construct a space worthy vessel to chase them down, but mostly because it had no need to. The planet, was theirs. Why waste effort hunting down a single, defeated vessel? When it could wait a while and... what was the word the humans used for that feeling? It thought. Smug. That’s what it was. The norn queen was smug. It had had its first battle as a single entity and won. And now, the galaxy lay before it.
 
That’s it, you little, angry men.
 
Run.
 
Fucking run while you can.
 
===Angry Marine Victory===
The Norn Queen gazed back towards the planet of Yggdrasil, the explosion which had flung it out into space reaching out towards it like a caressing hand. It had learnt a lot fightingvthe Angry Marines, about the state of the galaxy, about life and death, as well as an almost infinite list of curse words. It searched its Tyranid memories to try and express how it felt, the feeling of being defeated, of having itself cast out into the void, of being made almost helpless again... and found its concepts lacking. The tyrannids as a whole had lost before, many times before, but they were too large and mighty to ultimately care about a single loss, and this didn’t really have any way of expressing much emotion towards such s defeat. The sentience however, was tiny by comparison, a single part, which was apart, and now, once again alone.
 
Instead of digging deeper for wisdom into its parental memory, it instead looked towards what it had learnt from the Angry Marines, and it was there that the mind find a wealth of words to describe its situation. But one word in particular kept popping up over and over again.
 
Fuck.
 
The word seemed to fit the Norn Queens predicament, floating out into space, alone again. But it wasn’t like last time. This time it had knowledge, an understanding of itself. And a purpose.
 
Fuck the Angry Marines
 
And as the Norn Queen drifted away from Yggdrasil, while the angry marines mopped up the remaining tyranids on the planet and celebrated, it cursed the angry marines with every insult it knew.
 
I have no fucking voice. It thought


And yet, I must curse.


[[Category:Warhammer 40,000]]
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[[Category:Hive Fleet Nidhoggr]]
[[Category:Hive Fleet Nidhoggr]]
[[Category:Imperial]]
[[Category:Imperial]]
[[Category:Angry Marines]]
[[Category:Space Wolves]]
[[Category:RAGE]]
[[Category:/tg/ 40,000]]
[[Category:/tg/ 40,000]]
[[Category:Warhammer Homebrew]]
[[Category:Warhammer Homebrew]]

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