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 insert image 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. insert image 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 insert image 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 insert image 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 insert image 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. insert image 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 insert image 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 insert image 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 insert image 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. insert image 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. insert image 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 insert image 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 insert image 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 insert image ARM 3+ Heavy Support points/model 100