Ashes of Yggdrasil
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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]
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]
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
-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
-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]
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]
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
-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 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
-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]
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]
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