Ashes of Yggdrasil

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This is an expansion of the Codex - Tyranids: /tg/'s 9th Edition

Nidhoggr Hive Fleet

Lore

Rules

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

Hive Fleet Adaptation

Burning Fury: The fiery beasts of the Nidhoggr are fueled by a perpetual burning rage capable of trampling all but the most durable of foes.

Each time a unit with this adaptation fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attack characteristic of models in that unit, 2 if that unit is a Monster.

Adaptive: Each time a unit with this adaptation makes an attack, 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

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.

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.

Burning Rain (1/2CP): 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.

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.

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-NIDHOGGR unit within 9” of this model; on a 4+ that unit suffers D3 mortal wounds.

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.
  • Hunting Tendril
Weapon Range Type S AP D Abilities
Hunting Tendril 24" Heavy 1 12 -5 3 -
  • Magmaspurt
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.

Bio-artefact

The Devil's Dagger:

  • Nidhoggr model with Prehensile Pincer only. The Devil's Dagger replaces the model's Prehensile Pincer.
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.

Upgrade Biomorphs

To represent the strange adaptations of the Nidhoggr Hive Fleet, Nidhoggr Monster unit in your army 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: Roll a die each time this model destroys an enemy Vehicle during the Fight phase; on a 4+ that model regains D3 lost wounds. - 10 pts.

Available Biomorphs

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

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

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

Peculiar Biomorphs

HQs

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 Pts/model
Linnorm * * * 7 6 14 6 9 3+ 195
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
  • 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.

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

Keywords:

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


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 Pts/model
Suam'O 8" 2+ 2+ 8 7 9 6 10 2+ 235

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.

-Hunting Tendril

Weapon Range Type S AP D Abilities
Hunting Tendril 24" Heavy 1 12 -5 3 -

-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.

-Suam'O Crushing Limbs

Weapon Range Type S AP D Abilities
Suam'O Crushing Limbs Melee Melee +4 -3 D3+2 -

Special Rules: <tabs> <tab name="Aim for the Weapons"> After this model has made its melee attacks, if an enemy model 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="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 point. </tab> </tabs>

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

Keywords:

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


Surtr-Class Swarmlord
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 Hellspawn Warlord Trait.

Keywords:

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


Elites

Ignis-Class Pyrovores
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 shoot 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 3). It can 1 additional Ignis-Class Pyrovore (Power Rating +3) or 2 additional Ignis-Class Pyrovores (Power Rating +6).

Name M WS BS S T W A Ld Sv Pts/model
Ignis-Class Pyrovore 5" 3+ 3+ 5 5 5 3 5 3+ 40

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

Wyrm Swarm
X.

This unit contains 3 Wyrms (Power Rating: 2). It can up to 3 additional Wyrms (Power Rating: +2) or up to 6 additional Wyrms (Power Rating: +4).

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

Biomorphs:

-Melting Maw

Weapon Range Type S AP D Abilities
Melting Maw Melee Melee User -2 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 Swarm, Burrower


Lords of War

Magma Corer
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 -6 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 -6 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 -1 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