Ashes of Yggdrasil

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Revision as of 12:32, 30 November 2018 by 1d4chan>VeryIntelligentShadeOfTheColourBlue (Missions)
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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 the this weapon takes a penalty of 1 to its armor save and an extra -1 penalty if it is in combat with the Balor Hive Tyrant for 2 or more rounds.

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" 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.
  • 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: 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.

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, Magma Corer 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, Scythed Hierodule, Viciator, Viragon, xxx
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.

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(WIP)

This unit contains 1 Magma Corer (Power Rating 30).

Name M WS BS S T W A Ld Sv
Magma Corer * * 4+ 8 8 30 * 9 2+
Remaining W M WS A
16-30+ 18" 3+ 6
9-15 12" 3+ D3+2
5-8 6" 4+ D3
1-4 3" 5+ 1

Biomorphs:

  • A pair of Monstrous Lash Whips
  • A pair of Massive Scything Talons
  • Feeder Tendrils
  • Greater Flesh Hooks
  • Bio-acid Spray
  • Frag-spine Batteries
  • Amphibious Adaptations
  • Thresher Tendrils

Special rules:

  • Instinctive behaviour
  • Thresher Tendrils: Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6" discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself and ripping itself to pieces.
  • Living transport: This model can transport up to 20 <Hive Fleet> GENESTEALERS, Ymgarl GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 6 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME, Genestealer Patriarch or Ymgarl Genestealer Patriarch.

Options:

  • May take up to three biomorphs from the following list:
-Bio-cannon - 45 pts.
-Cellular Bolster - 35 pts.
-Gargantuan Warp Shield - 40 pts.
-Spore Cloud - 35 pts.
-Spine-cloud Spray - 35 pts.
-Synaptic Regeneration - 45 pts.

Keywords:

  • Faction: Nidhoggr, Tyranids
  • Lord of War, Magma Corer, Monster, Titanic

Missions

A sky aflame

Aerial battle.

Objective

First side to eliminate half the other army (measured in points) wins.

Rules and restrictions

  • All units must have the FLY keyword.
  • All angry marine units must have the BLACK BROTHER keyword.

BURN THE FUCKING THINGS DOWN

Angry marines must destroy a series of capillary tubes.

Objective

  • Tyranids: survive 8 turns without all the capillary tubes being destroyed

Rules and restrictions

  • All TYRANID units within 6” of a capillary tower regenerate D3 wounds.

In the tyrants shadow

Infantry battle around the legs of a hydraphant, tyranids are always in synapse range and angry marines get plus one attack in all fight phases.


Rules and restrictions

  • All units must have the INFANTRY keyword.
  • 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.

Burning flesh against burning metal

Angry black brother knights against suitably large tyranids.

Rules and restrictions

  • All units must have the TITANIC keyword.

Angry Marines don’t defend...

If the angry marines loose 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 loose 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).