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Army Special rules:

The Hive mind and Synapse Creatures:


- Synapse Creatures and Tyranid units within 12" of a Synapse Creature
are said to be within synapse range. A unit that is within synapse
range is not subject to instinctive behavior rule (See below) and gains
the fearless rule. If a unit that is falling back is within synapse range
before it moves, it automatically rallies, regardless of any normal
restrictions. In addition, units within Synapse range are immune to
pinning. Note that regrouping only takes place at the start of the turn,
so a tyranid unit that falls back can be destroyed by pursuers or
crossfire. A Tyranid unit that is in Synapse range may rally regardless
of usual restrictions.
- Tyranids within Synapse range as described above (including the
Synapse Creature itself) count as having the benefits of the Eternal
Warrior special rule.
- A creature with the Synapse power is able to cause all Spore Mines
within 24" to detonate in the shooting phase (choose one mine in the
cluster as the initial detonation point). Note that this counts as a
shooting attack, so it may not shoot or use other psychic powers in the
shooting phase. Other creatures from the same brood may still fire at
a different target if desired.
Shadow in the warp
- Any enemy psyker that takes a Psychic test within 12" of a tyranid
with the Shadow in the Warp special rule must take the test on 3d6
and will suffer a Perils of the warp attack on the roll of any double 1 or
double 6.
Instinctive Behavior
All unengaged Tyranid models that are not falling back or have gone to
ground, must take a leadership test at the beginning of the Movement
phase:
- If the Test is passed the unit acts normally that turn.
- if the test is failed, the unit reverts to its baser instincts and will either
Lurk or Feed, depending on the type of Instinctive behavior listed in
its entry, for the duration of that turn.
- Lurk: A unit that Lurks may not move in the movement phase and
may not launch an assault in the Assault phase. In the shooting phase,
the unit must fire at the nearest visible enemy. If there are no enemies
in the unit's line of sight or within range of at least one of its ranged
weapons, or if the unit has no ranged weaponry, it must instead run
towards the nearest piece of area terrain, trying to move into it if
possible. If the unit is already in a piece of area terrain, it will not
move and will stay where it is. A unit that lurks benefits from the
Stealth special rule.

- Feed: A unit that Feeds is subject to rage as detailed in the


Warhammer 40,000 rulebook. It must attempt to move 2d6 inches
towards the nearest enemy unit. In addition, the unit may not fire any
weapons in the shooting phase, though it may still run. It must charge
the nearest enemy unit if possible.
- Alternatively, a Tyranid unit may choose to fall back instead. This is a
fall back move made in the direction of the nearest Synapse creature.
If there are no Synapse creatures on the board, this move is made
towards the Tyranid players table edge.
Fast and deadly
All tyranid units have the move through cover special rule.
Living Ammunition
Any failed roll to wound made by a weapon with living ammunition
may be re-rolled.
Tyranid monstrous creatures:
- Can join broods of other tyranid creatures, but they may always be
picked out as a separate target for enemy shooting unless the unit
consists of Tyrant guards or other monstrous creatures. A tyranid
monstrous creature that is also a character may still benefit from the
"Look out sir rule".
- Tyranid monstrous creatures are fearless. They cannot be pinned.
- Tyranid monstrous creatures can choose to allocate their close
combat attacks against specific enemy models that are in base to base
contact with them, or choose to shoot at a different target to the unit
they have joined.
- May re-roll the dice for moving through difficult terrain unless they
joined a non-monstrous creature unit.
- Ignore enemy amour saves in close combat and roll S + 2d6 for
amour penetration against vehicles in close combat.
- Count as a unit of troops for victory conditions, can capture table
quarters and hold objectives.
Spore Mine Clusters
Units:
Hive Tyrant
M: 6", Ws8, Bs3, S6, T6, W4, I5, A4, Ld10, sv3+
Special rules: Monstrous creature, Fearless, Psyker, Synapse
creature, Psyker, Retinue, Shadow in the warp.
- Hive Mind: All Tyranid units within 18" of a Hive tyrant is considered
to be within Synapse range, instead of the usual 12".

- Hive Commander: If a Hive tyrant has the Hive commander


upgrade, a single unit of troops may outflank. In addition, whilst the
Hive tyrant is alive you add +1 to your reserve rolls.
- Indescribable Horror: A hive tyrant with the Indescribable Horror
upgrade has the fear special rule.
- Old Adversary: All Tyranid units within 6" of a Hive tyrant with the
Old Adversary upgrade benefit from the preferred Enemy special rule.
This includes the Hive Tyrant itself.
Psychic Powers: The Horror, Leech Essence, Paroxysm, Psychic Scream.
Biomorphs:
- Acid Maw: 10pts
- Adrenal Imitative: 15pts
- Adrenal weapon skill: 4pts
- Bio plasma 8pts
- Bonded Exoskeleton 20pts
- Enhanced senses 10pts
- Extended Carapace 25pts
- Flesh hooks 4pts
- Implant Attack 12pts
- Regenerate 30pts
- Reinforced Chitin 15pts
- Spine banks 5pts
- Spore Cysts 5pts
- Symbiote rippers 2pts
- Tail weapon - Mace 5pts
- Tail weapon - Scythe 10pts
- Thornback 15pts
- Toxin sacs 12pts
- Toxin Miasma 6pts
- Tusked 10pts
- Winged 40pts
Weapon Symbiotes:
- Barbed Strangler 15/20pts
- Crushing claws 25pts
- Twin-linked Death spitters 15/20pts
- Twin-linked Devourer 8/12pts
- Lash whip and bone sword 15pts
- Rending claws 4pts
- Scything talons 8pts
- Spinefists 2/4pts
- Venom cannon 30/40pts
Notes:
- Allow hormagants to double the distance for their assault charge.
- Allow more functional lictors
- Allow formally geno-fixed species biomorphs.

Cheaper Carnifexs, allow them to be taken as Elites if under 115 pts.


the red terror
Hive nodes
Mutants: Special weapons models and squad leaders.
Heavy weapons warriors
Heavy weapon shrikes.
Winged Gaunt for fast attack.
Bio plasma: Rng 12", S7, Ap 2, Assault 1 Blast
Lesser Bio plasma: Rng 12", S 7, Ap 2, assault 1.

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