Ashes of Yggdrasil: Difference between revisions

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==Missions==
==Campaign==
===A Sky Aflame===
===Lore====
===Missions===
====A Sky Aflame====
: Aerial battle.
: Aerial battle.
:'''The Battlefield:''' The battlefield is divided following the ''Dawn of War'' deployment map.
:'''The Battlefield:''' The battlefield is divided following the ''Dawn of War'' deployment map.
Line 403: Line 405:
*All {{W40kKeyword|Angry Marine units}} must have the {{W40kKeyword|BLACK BROTHER}} keyword.
*All {{W40kKeyword|Angry Marine units}} must have the {{W40kKeyword|BLACK BROTHER}} keyword.


===BURN THE FUCKING THINGS DOWN!!!===
====BURN THE FUCKING THINGS DOWN!!!====
: The Angry Marines must destroy a series of Capillary Towers.
: The Angry Marines must destroy a series of Capillary Towers.
:'''The Battlefield:''' The battlefield is divided into two parts following the ''Hammer and Anvil'' deployment map. The Tyranid player then places on the battlefield three Capillary Towers that must be set at least 12" apart from one another and inside his deployment zone.
:'''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.
Line 412: Line 414:
:'''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.
:'''Special Rules:''' At the beginning of every turn, a Capillary Tower regenerates a wound per {{W40kKeyword|Tyranid}} model within 6" of it. If that model is a {{W40kKeyword|Monster}}, it instead heals D3 wounds.


===In the Tyrant's Shadow===
====In the Tyrant's Shadow====
: Infantry battle around the legs of a hydraphant.
: Infantry battle around the legs of a hydraphant.
:'''The Armies:''' The maximum amount of points for both armies is 750 pts./37 PP. All units must have the {{W40kKeyword|INFANTRY}} keyword (except the Hydraphant).
:'''The Armies:''' The maximum amount of points for both armies is 750 pts./37 PP. All units must have the {{W40kKeyword|INFANTRY}} keyword (except the Hydraphant).
Line 426: Line 428:
*{{W40kKeyword|ANGRY MARINE}} units always get plus one attack, not just in the fight phase that they charged in.
*{{W40kKeyword|ANGRY MARINE}} units always get plus one attack, not just in the fight phase that they charged in.


===Burning Flesh against Burning Metal===
====Burning Flesh against Burning Metal====
: Angry black brother knights against suitably large Tyranids.
: Angry black brother knights against suitably large Tyranids.
:'''The Armies:''' All units must have the {{W40kKeyword|TITANIC}} keyword.
:'''The Armies:''' All units must have the {{W40kKeyword|TITANIC}} keyword.
Line 435: Line 437:
:'''Victory Conditions:''' A player wins as soon as every enemy model is killed (units in reserves count as destroyed).
:'''Victory Conditions:''' A player wins as soon as every enemy model is killed (units in reserves count as destroyed).


===Angry Marines don’t defend...===
====Angry Marines don’t defend...====
If the angry marines lose a set number of battles they must fight a defensive battle against a never-ending Tyranid horde for a set turn time.
If the angry marines lose a set number of battles they must fight a defensive battle against a never-ending Tyranid horde for a set turn time.


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



Revision as of 07:39, 1 December 2018

Lore

Rules

Hive Fleet Adaptation

Stratagem

Warlord Trait

Biomorphs

Melee Biomorphs

  • Devil's Implements
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
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
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

  • Dragon Cannon
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
Weapon Range Type S AP D Abilities
Explosive Beetles 8" Assault D6 4 -1 1 This weapon automatically hits its target. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
  • Hunting Tendril
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 Monster or 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
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
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

Upgrade Biomorphs

  • Geothermal Jets: A model with this Biomorph rolls an additional D6 when advancing and charging.
  • Internal Furnace: A model with this Biomorph deals a -1 penalty to Ld when in base contact.
  • Magma Claws: Consider the Ap of the melee weapon on a model with this Biomorph as 1 point better.
  • Magma Hooks: This Biomorph replaces the model's Flesh Hooks. Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:
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 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 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 NIDHOGGR model may replace its Devourer with one of the following:
- Barbed Strangler - 10 pts.
- Venom Cannon - 20 pts.

Monstrous Bio-cannons

A 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.
*Does not replace the model’s Monstrous Scything Talons and so can be taken in addition to any other weapon/upgrade.
**One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.

Melee Bio-weapons

A 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

A model may replace any pair of Monstrous Scything Talons with one of the following:
- Monstrous Boneswords - 20 pts.
- Monstrous Lash Whips - 10 pts.
- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.
- Monstrous Rending Claws - free

Biomorphs

A NIDHOGGR model may take up to one of each of the following:
Where the biomorph has two points costs listed, the second is for monstrous creatures, and the first is for other types of models.
- Acid blood - 5/15 pts.
- Adamantine Tusks - 5 pts.
- Adrenal Glands - 1/5 pts.
- Antidote Glands - free/5 pts.
- Burrowing Limbs - 7/15 pts.
- Carbonized Claws - 5/15 pts.
- Dopamine Injector - 10/30 pts.
- Enhanced Leg Muscles - 5/10 pts.
- Feeder Tendrils - 5/15 pts.
- Feeding Frenzy Trigger - 3/15 pts.
- Geothermal Jets - 10/20 pts.
- Implanted Mechanism Disruption Instincts - 5/15 pts.
- Implanted Organism Killing Instincts - 5/15 pts.
- Increased Muscle Density - -/20 pts.
- Insula Glands - -/15 pts.
- Internal Furnace - -/15 pts.
- Magma Claws - 10/15 pts.
- Magma Hooks - 5/10 pts.
- Molten Core - -/20 pts.
- Nonepinephine Infusion - 8/15 pts.
- Pressure Detection Sensors - 5/10 pts.
- Psychic Deflection Bio-crystals - -/15 pts.
- Pyroclastic Hide - -/20 pts.
- Reflexive Optimization - 3/10 pts.
- Regeneration - 10/30 pts.
- Serrated Blades - 5/15 pts.
- Spring Coil Musculature - 5/15 pts.
- Three-dimensional Thought Patterns - 10/20 pts.
- Toxin Sacs - 2/6 pts.
- Warp Shield Projector - 10/20 pts.
- Wide-spectrum Retinas - 3/8 pts.

Thorax Biomorphs

A NIDHOGGR model may take up to one of the following:
- Explosive Beetles - 10 pts.

Available Units

HQs:: Hive Tyrant, Balor-Class Hive Tyrant, Suam'O, Trygon Prime, Tyranid Prime, Neurothrope
Elites: Haruspex Brood, Zoanthrope Brood, Tyrant Guard Brood, Hive Guard Brood, Ignis-Class Pyrovore Brood
Troops: Tyranid Warrior Brood
Fast Attacks: Dimachaeron Brood, Tyranid Shrikes Brood
Heavy Supports: Biovore Brood (Char Mines Only), Exocrine Brood, Carnifex Brood, Tyrannofex Brood, Trygon Brood, Mawloc Brood, Linnorm
Flyers: Erinyes Brood, Harpy Brood (Char Mines Only), Hive Crone Brood
Dedicated Transports: Malefactor, Tyrannocyte
Lords of War: Barbed Hierodule, Cerebore, Dactylis (Char Mines Only), Harridan, Magma Corer, Scythed Hierodule, Viciator, Viragon
Fortifications: Sporocyst

Peculiar Units

HQs

Balor-Class Hive Tyrant

This unit contains 1 Balor-Class Hive Tyrant (Power Rating 12). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Balor-Class Hive Tyrant * * * 7 7 14 4 10 3+
Remaining W M WS BS
8-14+ 9" 2+ 3+
4-7 7" 3+ 3+
1-3 5" 4+ 4+

Biomorphs:

  • Devil’s Implements
  • Heavy Venom Cannon
  • Internal Furnace
  • Magma Hooks
  • Pyroclastic Hide
  • Prehensile Pincer

Special Rules:

  • Consume All in Ash: Models in combat with the Balor Hive Tyrant for 2 rounds or more subtract 1 from their leadership.
  • Death Throes
  • Indescribable Horror: Enemy units within 12" subtract 1 from their leadership.
  • Old Adversary: This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy Character.
  • Psychic Barrier
  • Shadow in the Warp
  • Synapse
  • The Will of the Hive Mind

Psyker:

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

Options:

  • May take the Wings Biomorph - 50 pts./2 PP

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, HQ, Monster, Balor-Class Hive Tyrant, Hive Tyrant, Synapse, Psyker

Suam'O

This unit contains 1 Suam'O (Power Rating 11). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv
Suam'O 7" 3+ 4+ 8 7 9 4 10 3+

Biomorphs:

  • Dragon Cannon
  • Hunting Tendril
  • Internal Furnace
  • Molten Core
  • A pair of Monstrous Crushing Claws
  • A pair of Monstrous Scything Talons

Special Rules:

  • Blot in the Hive Mind: Every 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 Vehicles, Buildings and 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.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, HQ, Monster, Saum'O, Synapse

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).

Name M WS BS S T W A Ld Sv
Ignis-Class Pyrovore 5" 4+ 3+ 5 4 4 3 6 4+

Biomorphs:

  • Acid Blood
  • Acid Maw
  • Magmaspurt cannon

Special Rules:

  • Fireproof: The strength of all flame and melta weapons fired at an Ignis-Class Pyrovore Brood is halved (rounding up).
  • Instinctive Behaviour
  • 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.

Options:

  • 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:

  • Faction: Nidhoggr, Tyranids
  • Elites, Infantry, Ignis-Class Pyrovores

Heavy Support

Linnorm

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

Name M WS BS S T W A Ld Sv
Linnorm * * * 7 6 14 6 9 3+
Remaining W M WS BS
8-14+ 9" 2+ 3+
4-7 7" 3+ 4+
1-3 5" 4+ 5+

Biomorphs:

  • Bio-electric Pulse with Containment Spines
  • Internal Furnace
  • Three pairs of Monstrous Scything Talons
  • Pyroclastic Hide
  • Prehensile Pincer

Special rules:

  • Burrow: At the beginning of any of your Movement phases, the Linnorm can burrow. Remove it from the battlefield - it can return as described in the Underground Eruption ability. The Linnorm may not burrow and return to the battlefield in the same turn. If the battle ends while the Linnorm is underground, it is considered to be slain.
  • Death Throes
  • Extreme Omnivore: The Linnorm gains a Fuel Token for each wound inflicted on a Vehicle, up to three for any single model.
  • Lurker: The Linnorm automatically enters from Reserve on the first turn.
  • Magma Furnace: At the start of the Shooting phase you can spend 4 Fuel Token to let the Linnorm perform a single shooting attack as if it had a Dragon Cannon.
  • Shadow in the Warp
  • Subterranean Assault
  • Synapse
  • Terraform: During the Shooting phase a unit with this rule may opt to devour an inorganic terrain piece (buildings, rocks, wreckage etc) it touches. If it chooses to do so, you may move it to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes. This action earns a Fuel Token. Up to three Tokens can be spent for a +2" total movement increase or any number to increase the Attacks by +1 in the Fight phase.
  • Underground Eruption: During deployment, you can set up the Linnorm underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Linnorm anywhere on the battlefield that is more than 1" away from any enemy models, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. The Linnorm cannot charge in the same turn.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Character, Heavy Support, Monster, Linnorm, Synapse

Lords of War

Magma Corer

This unit contains 1 Magma Corer (Power Rating 40).

Name M WS BS S T W A Ld Sv
Magma Corer 9" * * 9 10 40 * 9 3+
Remaining W WS BS A
21-40+ 2+ 3+ 6
9-20 3+ 3+ D3+2
5-8 4+ 4+ D3
1-4 5+ 5+ 1

Biomorphs:

  • A pair of Gargantuan Rending Claws
  • Incendiary Ichor
  • Infernal Breath
  • Internal Furnace
  • Lavic Maw
  • Magma Core
  • Magma Hooks

Special rules:

  • Caustic Fumes: Your opponent must subtract 1 from hit rolls for ranged weapons that target Tyranids units within 6" of this model. In addition, at the end of the Movement phase, roll a D6 for each non-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 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 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 Transport keyword and can transport up to 6 Nidhoggr HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport up to two Nidhoggr TYRANID PRIME or a single 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: Nidhoggr, Tyranids
  • Lord of War, Magma Corer, Monster, Titanic

Points Values

Units

Unit Models per unit Points per model (weapons included)
Balor-Class Hive Tyrant 1 240
Ignis-Class Pyrovore 1-5 60
Linnorm 1 230
Magma Corer 1 800
Suam'O 1 210

Campaign

Lore=

Missions

A Sky Aflame

Aerial battle.
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 FLY keyword.
  • All Angry Marine units must have the BLACK BROTHER keyword.

BURN THE FUCKING THINGS DOWN!!!

The Angry Marines must destroy a series of Capillary Towers.
The Battlefield: The battlefield is divided into two parts following the Hammer and Anvil deployment map. The Tyranid player then places on the battlefield three Capillary Towers that must be set at least 12" apart from one another and inside his deployment zone.
Deployment: The Tyranid player is the first to start setting his army, following the normal deployment rules.
First Turn: The Angry Marine player has the first turn.
Battle Lenght: The battle lasts for 5 battle rounds, or until one player has satisfied the victory conditions.
Victory Conditions: If when the battle ends all Capillary Towers have been destroyed, the Angry Marine player wins. Otherwise, the Tyranid player is victorious.
Special Rules: At the beginning of every turn, a Capillary Tower regenerates a wound per Tyranid model within 6" of it. If that model is a Monster, it instead heals D3 wounds.

In the Tyrant's Shadow

Infantry battle around the legs of a hydraphant.
The Armies: The maximum amount of points for both armies is 750 pts./37 PP. All units must have the INFANTRY keyword (except the Hydraphant).
The Battlefield: The battlefield, which consists of a board of 3X3", is divided into two parts following the Search and Destroy deployment map. At the centre of the field lays the Hydraphant.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions: The Angry Marine player wins as soon as he kills the enemy's Hydraphant. The Tyranid player wins as soon as every enemy model is killed (units in reserves count as destroyed).
Additional Rules:
  • All TYRANIDS are in synapse range.
  • All units suffer -1 to their hit rolls with ranged weapons.
  • All non TYRANID units suffer one mortal wound each turn.
  • ANGRY MARINE units always get plus one attack, not just in the fight phase that they charged in.

Burning Flesh against Burning Metal

Angry black brother knights against suitably large Tyranids.
The Armies: All units must have the TITANIC keyword.
The Battlefield: The battlefield is divided into two parts following the Front-line Assault deployment map.
Deployment: Both players roll off. The player who rolls higher decides which part of the battlefield is his deployment. The two then set their army following the normal deployment rules.
First Turn: The player that first finishes to set all his units has the first turn. The other can try to steal the initiative as normal.
Battle Lenght: The battle lasts until one player has satisfied his victory condition.
Victory Conditions: A player wins as soon as every enemy model is killed (units in reserves count as destroyed).

Angry Marines don’t defend...

If the angry marines lose a set number of battles they must fight a defensive battle against a never-ending Tyranid horde for a set turn time.

Battle for the Norn’s lair

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