TYRANID SPECIAL RULES

Transcription

TYRANID SPECIAL RULES
TYRANID SPECIAL RULES
Synapse Creatures are psykers, though
many do not have psychic powers.
Instinctive Behaviour:
In the Movement phase, broods with
Instinctive Behaviour must move as quickly
and directly as possible toward the nearest
enemy unit they can see.
Tyranids: flavor text
All models described in this book are
Tyranids for the purposes of the Preferred
Enemy universal special rule.
Move Through Cover: flavor text
All Tyranids have the Move Through Cover
universal special rule.
Broods: flavor text
Tyranid broods are units for all intents and
purposes.
In the Shooting phase, broods with
Instinctive Behaviour must shoot the nearest
enemy unit they can see with any available
weapon-symbiotes. They may not run.
In the Assault phase, broods with Instinctive
Behaviour must assault the nearest enemy
unit they can see, following all the normal
rules for assaults.
If a brood with Instinctive Behaviour cannot
see any enemies, it will not move.
A brood subject to Instinctive Behaviour is
not a scoring unit.
Synapse Creature: flavor text
All friendly Tyranid broods within 12” are
Fearless and automatically pass all
Leaderhip-based tests. Friendly Tyranid
broods within 12” of a Synapse Creature
have Leadership 10 for all intents and
purposes.
Friendly Tyranid broods within 12” of a
Synapse Creature ignore Instinctive
Behaviour and not subject to any restrictions
Instinctive Behaviour imposes.
Friendly Tyranid Monstrous Creatures within
12” of a Synapse Creature are not
automatically removed by a “destroyer” hit.
Instead, such models suffer D3 wounds.
Independent:
Independent broods follow the normal rules
for morale. Independent broods do not
follow the rules for Instinctive behaviour, but
may still take advantage of Synapse as
normal.
WEAPON-SYMBIOTES
A Note on Equipment:
Most Tyranid broods must be equipped and
upgraded identically, but some brood allow
for a measure of variation. Hive Tyrants may
be armed and equipped differently from
their Tyrant Guard. A Brood Lord may be
armed differently from his retinue, but the
entire brood must have the same
biomorphs. Tyranid Warriors may be armed
individually, but they must all have the same
biomophs.
Multiple Ranged Weapon-Symbiotes:
Tyranid monstrous creatures are relentless
and may fire two ranged weapons per turn.
If a Tyranid can take two of the same kind of
weapon symbiote and does so, the two
weapon-symbioes become a single twin
linked weapon. Note that the second
weapon will cost no additional points, but it
will replace a weapon set as normal.
If the weapon-symbiote duplicated is already
twin linked (such as spinefists), then a
second such weapon-sybiote will count as a
different weapon. In the case of a Tyranid
monstrous creature this will effectively
double the number of shots it can take. In
the case of most other Tyranids, such as a
Tyranid Warrior, duplicating a twin-linked
weapon-symbiote will provide no bonus as
the model may still only fire one ranged
weapon per turn.
Weapon-Symbiote Strength:
Tyranid ranged weapon-symbiotes have
certain characteristics that depend on the
host organism. A weapon-symbiote will fire
at the modified strength of the wielder, so
that a Fleshborer of a Tyranid Warrior will
have a Strength of 6 (5+1). A Fleshborer
used by a Termagant will have a Strength of
4 (3+1). Bio-weapons may have a limit to
their maximum Strength, as noted in the
weapon description.
Rate of Fire:
A weapon-symbiote noted as being “Assault
X” will have a number of shots equal to the
user!s base Attacks characteristic. An
“Assault 2X” weapon will have twice as
many shots as the uses!s Attacks
characteristic. Note that modifiers to the
user!s Attacks characteristic (such as from
scything talons) will have no effect on the
Tyranid!s weapon-symbiotes.
Barbed Strangler: flavor text
Range 36”. Strength as user -1, to a
maximum of 7. AP5. Assault 1, 5” blast,
pinning.
Deathspitter: flavor text
Range 24”. Strength as user +1, to a
maximum of 7. AP5. Assault 1, 3” blast.
Devourer: flavor text
Range 18”. Strength as user -1, to a
maximum of 5. AP-. Assault 2X.
Fleshborer: flavor text
Range 18”. Strength as user +1, to a
maximum of 6. AP4. Assault X.
Pyro-Acid Thrower: flavor text
Range (template). Strength as user. AP4.
Assault 1.
Spike Rifle: flavor text
Range 24”. Strength as user. AP5. Assault
1.
Spinefist: flavor text
Range 12”. Strength as user, to a maximum
of 6. AP-. Assault X, pistol, twin linked. Note
that Spinefists count as a pair of pistols, and
consequently the user will gain an extra
Attack for having 2 close combat weapons.
Venom Cannon: flavor text
Range 36”. Strength as user +2, to a
maximum of 10. AP4. Assault X. When a
Venom cannon scores a glancing or
penetrating hit on a vehicle, subtract 1 from
the result on the vehicle damage chart, to a
minimum of 1.
Spore Mine Launcher: flavor text
Range 48”. Heavy 1, 3” blast, Barrage.
Choose 1 type of Spore Mine to fire each
time the launcher is used. The Strength and
AP of the Spore Mine is as follows:
Frag Spore Mine
S4 AP5
Toxin Spore Mine
S1 AP4, poison 4+
Bio-Acid Spore Mine S3 AP3, roll an extra
die for armor penetration against vehicles
If the centre hole of the first template does
not lie on top of an enemy model, then do
not resolve the barrage. Instead, place a
Spore Mine model under the centre hole.
Place one additional Spore Mine in unit
coherency with the first for each Spore Mine
Launcher after the first in the firing unit.
None of the Spore Mines may be placed in
base contact with another model. From now
on, treat the Spore Mines as a Single Spore
Mine cluster.
Bone Sword: flavor text
The Tyranid must reroll failed rolls to hit in
close combat, even against vehicles that do
not have a weapon skill.
Crushing Claws: flavor text
The Tyranid adds 1 to any roll on the vehicle
damage chart for its close combat attacks.
This bonus is cumulative for multiple sets of
crushing claws. Whenever a unit is wounded
by a Tyranid with crushing claws in close
combat, it suffers an additional D6 wounds,
to a maximum of the starting Wounds of the
models.
Lash Whip: flavor text
Each enemy model in base contact with the
Tyranid loses 1 Attack for each lash whip, to
a minimum of 1.
Rending Claws: flavor text
All of the Tyranid's close combat attacks
gain the rending special rule.
Scything Talons: flavor text
The set counts as an additional close
combat weapon. Each set of Scything
Talons adds an additional attack.
BIOMORPH ENHANCEMENTS
Acid Maw: flavor text
The Tyranids weapons gain Poison. The
value needed to wound will be given in the
entry.
Feeder Tendrils: flavor text
The Tyranid gains the Preferred Enemy
universal special rule against any enemy
they fight.
Adrenal Glands: flavor text
The Tyranid gains the Furious Charge
universal special rule.
Flesh Hooks: flavor text
The Tyranid is considered to have Assault
Grenades.
Bio-Plasma: flavor text
The Tyranid gains one additional Attack,
resolved as a power weapon. The Tyranid!s
other Attacks do not benefit from the power
weapon rule, and this bonus Attack does
not benefit from other biomorphs or weaponsymbiotes.
Leaping: flavor text
The Tyranid follows the rules for beasts as
noted in the 40k rulebook. Tyranids with
leaping may move to the upper levels of
ruins and buildings as infantry.
Enhanced Senses: flavor text
The Tyranid gains the Acute
universal special rule.
Regeneration: flavor text
The Tyranid gains the Feel No Pain
universal special rule.
Senses
Spine Banks: flavor text
The Tyranid is considered to have spinefists
in addition to any other weapons it may
have. Spine banks may be fired in addition
to any other weapon. Unlike normal
spinefists, spine banks do not give the
Tyranid an additional Attack for having 2
close combat weapons.
Toxic Miasma: flavor text
The Tyranid and its brood (if applicable) are
considered to have Defensive Grenades.
Extended Carapace: flavor text
The Tyranid's armor save is considered to
be 2 better for the purposes of AP. For
example, an AP 1 weapon would be needed
to deny a Carnifex with extended carapace
its save. This biomorph does not affect the
value the model needs to pass its armor
save.
Toxin Sacs: flavor text
The Tyranids weapons, both close combat
and ranged gain Poison. The value needed
to wound will be given in the entry.
Wings: flavor text
The Tyranid follows the rules for Jump
Infantry in addition to any other type it may
have. The Tyranid may Deep Strike.
PSYCHIC POWERS
Catalyst: flavor text
This power may be used at the beginning of
any phase in your turn or your opponents!.
Choose a friendly brood and take a psychic
test. If the test is passed and the target
brood is within 18”, then the target gains the
benefit of the counter-attack universal
special rule until the end of your opponent!s
turn.
Mind Lance: flavor text
Mind Lance is a Psychic Shooting Attack
with the following profile:
Range 18”, S9, AP 2, lance
Psychic Scream: flavor text
This power replaces shooting, but is not a
psychic shooting attack. Psychic scream is
used after the brood!s other shooting, but
before another brood shoots. All enemy
units within 12” must take a pinning test. The
enemy must take a pinning test for each
psychic scream used.
Warp Blast: flavor text
Warp Blast is a Psychic Shooting Attack with
the following profile:
Range 24”, S5, AP 3, 3” blast
HIVE TYRANT
Base Size 60mm
Brood Size 1+
0-3 Tyrant Guard
WS
5
BS
4
S
6
T
6
W
4
I
5
A
3
LD
10
ARM
3+
Headquarters
points/model
flavor text
Unit Type: Monstrous Creature
Special Rules:
Synapse Creature
Weapons:
2 sets of Scything Talons
The Hive Tyrant may replace any set of Scything Talons with:
Wings . . . . . . . . . . . . . . . . . . . . 40pts
Rending Claws . . . . . . . . . . . . . .free
Lash Whip and Bone Sword . . . 30pts
Spinefists . . . . . . . . . . . . . . . . . 10pts
Twin-linked Devourers . . . . . . . 15pts
Twin-linked Deathspitters . . . . .15pts
Barbed Strangler . . . . . . . . . . . .25pts
Venom Cannon . . . . . . . . . . . . 20pts
Biomorphs:
The Hive Tyrant may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 3+). . 20pts
Adrenal Glands (Furious Charge) . . . 15pts
Bio-Plasma (extra Attack) . . . . . . . . .15pts
Enhanced Senses (Acute Senses) . . .5pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . .10pts
Toxic Miasma (Defensive Grenades) . 5pts
Psychic Powers:
The Hive Tyrant may take any of the following
psychic powers:
Catalyst . . . . . . . . . . . 10pts
Psychic Scream. . . . . 10pts
Warp Blast . . . . . . . . .20pts
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100
TYRANT GUARD
Base Size 40mm
Brood size:
see Hive Tyrant
WS
5
BS
2
S
5
T
6
W
2
I
4
A
2
LD
5
ARM
3+
Headquarters
points/model
flavor text
50
Unit Type: Infantry
Special Rules:
Instinctive Behaviour, Retinue, Wall of Chitin
Weapons:
Scything Talons
Rending Claws
All Tyrant Guard in the brood may replace their Scything Talons with:
Lash Whip . . . . . . . . . . . . . . . . free
Biomorphs:
All Tyrant Guard in the brood may take any of the following biomorphs:
Flesh Hooks (Assault Grenades). . . .10pts
Wall of Chitin: A Hive Tyrant accompanied by Tyrant Guard is treated as an upgrade character,
as normal for a retinue. The Hive Tyrant may not be targeted separately from the brood by
shooting or close combat attacks. The cover save of the Hive Tyrant is determined separately
from the cover save of the Tyrant Guard, but remember that the Hive Tyrant cannot give a cover
save to his own brood and the Tyrant Guard cannot give a cover save to their Hive Tyrant. It is
possible that the Tyrant Guard get a cover save and the Hive Tyrant does not.
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BROOD LORD
Base Size 40mm
Brood Size 1+
5-11 Genestealer
Bodyguards
WS
6
BS
3
S
5
T
5
W
3
I
6
A
4
LD
10
ARM
4+
Headquarters
points/model
70
flavor text
Unit Type: Infantry
Special Rules:
Synapse Creature, Independent Character, Infiltrate, Inhuman Strength, Fleet
Weapons:
Scything Talons
Rending Claws
Inhuman Strength: A Brood Lord's Attacks ignore armor saves as if the Brood lord were armed
with a power weapon.
GENESTEALER BODYGUARD
Base Size 25mm
Brood Size:
see Brood Lord
Unit Type: Infantry
Headquarters
WS
5
BS
3
S
4
T
4
W
1
I
5
A
3
LD
8
ARM
5+
points/model
Special Rules:
Independent, Infiltrate, Fleet, retinue
Weapons:
Rending Claws
The entire brood may take:
Scything Talons. . . . . . . . . . .35pts
Biomorphs:
The Brood Lord and retinue may take any of
the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 60pts
Extended Carapace (+2 vs AP) . . . . .35pts
Flesh Hooks (Assault Grenades) . . . .15pts
Feeder Tendrils (Preferred Enemy) . .45pts
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16
GAUNTS
Base Size 25mm
Brood Size 8-32
WS
3
BS
3
S
3
T
3
W
1
I
4
flavor text
Unit Type: Infantry
Special Rules:
Instinctive Behaviour, Fleet
Weapons:
Fleshborers
The entire brood may replace their Fleshborers with:
Spinefists . . . . . . . . . . . . . . . . . . free
Devourers . . . . . . . . . . . . . . . . . free
Spike Rifles . . . . . . . . . . . . . . . . free
Biomorphs:
The brood may take any of the following biomorphs:
Toxin Sacs (Poison 4+). . . . . . . . . . . .80pts
Adrenal Glands (Furious Charge) . . . 70pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . . 15pts
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A
1
LD
5
ARM
6+
Troops
points/model
6
HORMAGAUNTS
Base Size 25mm
Brood Size 8-32
WS
4
BS
3
S
3
T
3
W
1
I
4
A
1
LD
5
ARM
6+
Troops
points/model
flavor text
Unit Type: Beasts
Special Rules:
Instinctive Behaviour
Weapons:
Scything Talons
Biomorphs:
Leaping
The brood may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 70pts
Adrenal Glands (Furious Charge) . . . 80pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . . 15pts
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6
RIPPERS
Base Size 40mm
Brood Size 3-10
WS
3
BS
2
S
3
T
3
W
3
I
2
A
3
LD
5
ARM
6+
flavor text
Troops
points/model
10
Unit Type: Infantry
Special Rules:
Instinctive Behaviour, Fearless, Stealth, Conglomerate, Mindless
Weapons:
Voracious appetite (counts as Rending Claws)
Biomorphs:
The brood may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 60pts
Adrenal Glands (Furious Charge) . . . 40pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . .10pts
Spine Banks. . . . . . . . . . . . . . . . . . . .15pts
The brood may take one of the following:
Wings (Jump Infantry) . . . . .80pts
Leaping (Beasts) . . . . . .. . . 80pts
Conglomerate: No hit may cause more then one wound to a Ripper model. This means, among
other things, that Rippers are immune to Instant Death. Template and blast weapons deal 3 hits
to a Ripper swarm for each base it touches.
Mindless: Rippers do not count as scoring units.
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GENESTEALERS
Base Size 25mm
Brood Size 6-12
WS
5
BS
3
S
4
T
4
W
1
I
5
A
3
LD
8
ARM
5+
Elites
points/model
flavor text
Unit Type: Infantry
Special Rules:
Independent, Fleet, Infiltrators
Weapons:
Rending Claws
The entire brood may take:
Scything Talons. . . . . . . . . . . . . . . . . 35pts
*Note that these Scything Talons do not replace the Rending Claws.
Biomorphs:
The entire brood may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 65pts
Extended Carapace (+2 vs AP) . . . . .30pts
Feeder Tendrils (Preferred Enemy). .45pts
Flesh Hooks (Assault Grenades). . . .10pts
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16
LICTORS
Base Size 40mm
Brood Size 1-3
WS
5
flavor text
BS
3
S
6
T
4
W
3
I
5
A
3
LD
8
ARM
5+
Elites
points/model
60
Unit Type: Infantry
Special Rules:
Independent, Fleet, Infiltrators, Scouts, Stealth, Deep Strike (Lictors do not take
dangerous terrain tests when they Deep Striking into difficult terrain), Hit and Run
Weapons:
Scything Talons
Rending Claws
Biomorphs:
Feeder Tendrils
Flesh Hooks
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TYRANID WARRIORS
Base Size 40mm
Brood Size 3-9
WS
4
BS
3
S
5
T
5
W
2
I
4
A
2
LD
10
ARM
5+
HQ or Elites
points/model
flavor text
Unit Type: Infantry
Special Rules:
Synapse Creature
Weapons:
2 sets of Scything Talons
Any model may replace any set of Scything Talons with:
Fleshborer . . . . . . . . . . . . . . . . . .5pts/model
Spinefists . . . . . . . . . . . . . . . . . . 5pts/model
Deathspitter . . . . . . . . . . . . . . . 15pts/model
Devourer . . . . . . . . . . . . . . . . . . .5pts/model
Lash Whip . . . . . . . . . . . . . . . . . .5pts/model
Rending Claws . . . . . . . . . . . . . . 5pts/model
One model in the brood may replace one set of Scything Talons with:
Barbed Strangler . . . . . . . . . . . . 15pts
Venom Cannon . . . . . . . . . . . . .15pts
Pyro-Acid Thrower . . . . . . . . . . .15pts
Biomorphs:
The entire brood may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 30pts
Adrenal Glands (Furious Charge) . . . 35pts
Bio-Plasma (extra Attack) . . . . . . . . . 25pts
Enhanced Senses (Acute Senses) . . 10pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . . 10pts
The entire brood may replace one set of
Scything Talons with:
Wings (Jump Infantry). . . . . . . . 60pts
If the brood does not have wings, the entire
brood may take:
Leaping (beasts) . . . . . . . . . . . .50pts
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25
GARGOYLES
Base Size 25mm
or small flying base
Brood Size 8-32
WS
3
BS
3
S
3
T
3
W
1
I
4
A
1
LD
7
ARM
5+
Fast Attack
points/model
flavor text
Unit Type: Jump Infantry
Special Rules:
Instinctive Behaviour, Fleet, Deep Strike, Skilled Fliers
Weapons:
Fleshboerer
The entire brood may exchange their Fleshborers for:
Spinefists . . . . . . . . . . . . . . . . . . .free
Devourer s. . . . . . . . . . . . . . . . . .free
Biomorphs:
Wings
The entire brood may take any of the following biomorphs:
Toxin Sacs (Poison 4+). . . . . . . . . . . 80pts
Adrenal Glands (Furious Charge) . . . 80pts
Bio-Plasma (extra Attack) . . . . . . . . . 90pts
Flesh Hooks (Assault Grenades). . . . 15pts
Skilled Fliers: Gargoyles may reroll failed dangerous terrain tests.
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9
RAVENERS
Base Size 40mm
Brood Size 1-9
WS
5
BS
3
S
4
T
4
W
2
I
5
A
2
LD
8
ARM
5+
Fast Attack
points/model
flavor text
Unit Type: Beasts
Special Rules:
Instinctive Behaviour, Deep Strike, Underground Assault
Weapons:
3 sets of Scything Talons
The entire brood may exchange any set of Scything Talons for:
Fleshborer . . . . . . . . . . . . . . . . . 5pts/model
Spinefists . . . . . . . . . . . . . . . . . . 5 pts/model
Deathspitter . . . . . . . . . . . . . . . 10pts/model
Devourer . . . . . . . . . . . . . . . . . . 5pts/model
Rending Claws . . . . . . . . . . . . . . 5pts/model
Biomorphs:
Leaping
The entire brood may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 4+). . 80pts
Adrenal Glands (Furious Charge) . . . 80pts
Enhanced Senses (Acute Senses) . . .5pts
Extended Carapace (+2 vs AP) . . . . .40pts
Flesh Hooks (Assault Grenades). . . . 20pts
Underground Assault: Raveners may assault
the turn they Deep Strike. On the turn they
Deep Strike, they may not take advantage of
leaping, and so they may not use Fleet and
may only assault 6”, as normal for infantry.
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35
SPORE MINE CLUSTER
Base Size 25mm
Brood Size 1-6
WS
0
BS
0
S
3
T
3
flavor text
W
1
I
1
A
0
LD
2
ARM
-
Fast Attack
points/model
8
Unit Type: Infantry
Special Rules:
Independent, Random Movement, Fearless, Deep Strike, Rain of Death, Detonation,
Living Munitions
Weapons:
The brood consists of Frag Spore Mines.
The cluster may be upgraded to the following:
Toxin Spore Mines . . . . . . 4pts/model
Bio-acid Spore Mines . . . . 8pts/model
Random Movement: Spore Mines do not move normally. Instead, at the beginning of the
cluster's movement phase roll a scatter die for the cluster. The spore mine cluster moves D6
inches as directly as possible in the direction shown on the scatter die, but will not move out of
unit coherency. Spore mine movement is not slowed by difficult terrain. Spore Mines will avoid
impassible terrain, but not difficult or dangerous terrain. If a hit is rolled, the Cluster may be
moved up to D6” as a normal unit. A cluster that suffers casualties may not choose models that
would bring the cluster out of unit coherency. Spore Mines may not fall back, run, assault, or go to
ground. Spore mines may move within 1” of enemy units, and will stop if they reach base contact.
Rain of Death: Spore Mines do not suffer a Deep Strike mishap for landing close to or on top of
units. If the cluster is not in base contact with any enemies then it remains in place and suffers no
mishap. If a Spore Mine model would be placed on top of an enemy, then the spore mines will
detonate. Choose one spore mine to be the centre of the barrage. If the cluster would suffer a
mishap for being placed on top of friendly models, instead deploy the spore mines as close as
possible to where the Deep Strike would place them.
Detonation: When a cluster detonates, it is resolved as a multiple barrage, with one 3” blast for
each remaining spore mine in the cluster. If a spore mine cluster moves into base contact with an
enemy model, the cluster will detonate. Choose one enemy model in base contact with the cluster
to be the centre of the barrage. If an enemy unit shoots within 2” of a spore mine cluster, the
cluster will detonate at the end of the phase. Choose one remaining spore mine to be the centre
of the barrage.
Living Munitions: Spore Mine clusters never give up kill points or victory points. Spore mines
may never capture objectives or count as scoring units. They may contest objeectives, but
otherwise they are not counted for the completion of mission objectives. If the only models a
player has remaining are spore mines, then the opponent may claim a victorious slaughter unless
the mission specifies otherwise.
BIOVORES
Base Size 40mm
Brood Size 1-3
WS
3
BS
3
S
4
T
4
W
2
I
2
A
2
LD
6
flavor text
Unit Type: Infantry
Special Rules:
Independent
Weapons:
Rending Claws
Spore Mine Launcher
The Spre Mine Launcher is armed with Frag Spore Mines.
A brood of Biovores may use additional kinds of Spore Mines:
Toxin Spore Mines . . . . . . 5pts/model
Bio-acid Spore Mines . . . . 10pts/model
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ARM
5+
Heavy Support
points/model
35
ZOANTHROPES
Base Size 40mm
Brood Size 1-3
WS
2
flavor text
Heavy Support
BS
3
S
4
T
4
W
2
I
2
A
2
LD
10
ARM
2+
Unit Type: Infantry
Special Rules:
Synapse Creature
Weapons:
None
Psychic Powers:
Warp Blast
The entire brood may take any of the following psychic powers:
Catalyst . . . . . . . . . . . 10pts/model
Psychic Scream. . . . . 10pts/model
Mind Lance . . . . . . . . 20pts/model
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INV
5+
points/model
40
CARNIFEX
Base Size 60mm
Brood Size 1
WS
3
BS
3
S
8
T
6
W
4
I
2
A
2
LD
7
flavor text
Unit Type: Monstrous Creature
Special Rules:
Instinctive Behaviour, Fearless, Tank Hunters
Weapons:
2 sets of Scything Talons
The Hive Tyrant may replace any set of Scything Talons with:
Crushing Claws . . . . . . . . . . . . . . free
Twin-linked Devourers . . . . . . . . .5pts
Twin-linked Deathspitters . . . . . 15pts
Barbed Strangler . . . . . . . . . . . . 20pts
Lash Whip . . . . . . . . . . . . . . . . . . free
Venom Cannon . . . . . . . . . . . . . 20pts
Biomorphs:
The Hive Tyrant may take any of the following biomorphs:
Acid Maw / Toxin Sacs (Poison 2+). . 25pts
Adrenal Glands (Furious Charge) . . . 10pts
Bio-Plasma (extra Attack) . . . . . . . . .20pts
Enhanced Senses (Acute Senses) . . .5pts
Extended Carapace (+2 vs AP) . . . . .30pts
Flesh Hooks (Assault Grenades). . . . .5pts
Regeneration (Feel No Pain) . . . . . . .40pts
Spine Banks (spinefists) . . . . . . . . . . 10pts
Toxic Miasma (Defensive Grenades) . 5pts
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ARM
3+
Heavy Support
points/model
100