Inhaerophant Bio-titan

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Rules

9th Edition

This unit contains 1 Inhaerophant Bio-titan (Power Rating: 150).

Name M WS BS S T W A Ld Sv Pts/model
Inhaerophant Bio-titan 24" 4+ 3+ 8 9 61-80 4 9 2+ 3000
Inhaerophant Bio-titan 20" 4+ 4+ 8 9 41-60 D3+1 9 2+ 3000
Inhaerophant Bio-titan 16" 5+ 4+ 8 9 21-40 D3 9 2+ 3000
Inhaerophant Bio-titan 12" 6+ 5+ 8 9 1-20 1 9 2+ 3000

Biomorphs:

-Giant Scything Talons

Weapon Range Type S AP D Abilities
Giant Scything Talons Melee Melee +1 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.

-Rending Claws

Weapon Range Type S AP D Abilities
Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of Rending Claws the effect activates on a wound roll of 5+ instead.

-Scything Talons

Weapon Range Type S AP D Abilities
Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of Scything Talons, it can make 1 additional attack with this weapon each time it fights.

-Spike Tail

Weapon Range Type S AP D Abilities
Spike Tail Melee Melee user -2 1 Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. A unit (that doesn't have the Vehicle or Monster keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.

Special Rules: <tabs> <tab name="Blind Beast"> Flashbangs, smoke bombs and holo-suits are of no use against this eyeless monstrosity. Even unnatural reflexes and agility are no match for its heightened senses.

This model can't be affected by any rules or stratagems that alter its hit rolls, except for its Giant Scything Talons special rule. In addition, this model can never be your Warlord or have a Warlord trait. </tab> <tab name="Minor Synapse Link"> The little psychic network it possesses is only capable of guiding small eater organisms, more than enough against the type of preys it goes against.

Friendly <Hive Fleet> Swarm units consider this model has to have the Synapse special rule and keyword. </tab> <tab name="Pheromone Detectors"> The spikes situated on its back allow him to sense the fear of its preys, guiding it to masses of confused enemies.

This model can re-roll failed charge and hit rolls against a unit that has previously lost at least one model due to a Morale test. </tab> <tab name="Psychological Horror"> The vision of such a hideous creature is more than enough to make groups of warriors freeze in fear. Soldiers flee in terror, not knowing that it will only draw the attention of the beast more.

Enemy units between 12" of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn't have the Vehicle or Monster keyword) within 12" of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action. </tab> </tabs>

Keywords:

  • Faction: <Hive Fleet>, Tyranids
  • Lords of War, Titanic, Monster, Inhaerophant Bio-titan