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Warhammer 40,000 Apocalypse Datasheets - Tyranids


Foreword

This article was written by lindsay40k to collate all of the Tyranid Apocalypse units on Dakka (already well organised by jy2's excellent thread) into one editable source with a table of contents. Other Dakka users should feel free to add their own original datasheets or alternative interpretations of existing datasheets.

All of these Datasheets are home-made. No guarantee is made of their being balanced, and they are only to be used with the prior agreement of all players.

Where a formation lists a Hive Tyrant (or Tyrants) as an option, a Swarmlord may be taken in place of a Hive Tyrant and will gain all bonuses (and penalties!) that may apply to that Hive Tyrant as a member of the formation. (Note that, as a Unique unit, you may only ever have one Swarmlord in your army.)

Note that a single unit may not be taken as part of several Formations; a Zoanthrope brood may not be part of both a Psychic Choir and an Indomitable Hive Mind, for instance.

If an armour save is listed as 1+, a roll of 1 is always a failure. A 1+ save differs from a 2+ save in that AP2 weapons will not cancel it, but AP1 will.

Ancient Dominatrix

by TyraelVladinhurst

Though no hard evidence has survived of such a creature, rumors persist that a Dominatrix of incredible potency has survived centuries of conflict and only grown stronger with each battle. Such is the raw power of this beast that it is virtually an army in its own right.

Points: 4575 points

Formation: 1 Ancient Dominatrix (Unique)

Unit type: Gargantuan Creature

Ws 10 Bs 6 Str 10 T 9 W 15 I 5 A 12 Ld 10 Save 2+/3++

Special Rules: Psyker - Synapse (96" range) - Shadow of the Warp - Feel No Pain (3+) - Hive Mind

Weapons and Biomorphs: Bio Cannon - Energy Pulse - Scything Talons - Lash Whip - Regenerate (4+) - Toxic Miasma - Spore Cloud - Flesh Hooks - Acid Blood - Implant Attack - Armoured Shell

Psychic Powers: Concentrated Warp Blast - The Terror - Warp Shield

Biocannon: R: 120" Str: 10 AP: 2 Type: Assault 16

Energy Pulse: R: Hellstorm* Str: D AP: 2 Type: Heavy 2

Concentrated Warp Blast: This is a Psychic Shooting Attack with the following profile: R: 72" Str: D AP: 3 Type: Assault 4, Large Blast

Spore Cloud: The Dominatrix releases clouds of corrosive spores. The spores will hit any model in base contact during the Assault phase, and strike at an Initiative of 1. They hit automatically and always wound on a roll of 4+ and cause a crew stunned result on vehicles.

Hive Mind: The Dominatrix is the brood mother of it’s entire hive. It possesses immense psychic power any may use its Psychic Powers automatically each turn. They cannot be cancelled by any means, though models immune to the effects of psychic powers will remain unaffected.

The Terror: All enemy units within 72” lose the effects of: Fearless, Stubborn and And They Shall Know No Fear special rules. Enemy units may not use another unit’s Leadership value. This psychic power is continually in effect.

Warp Shield: This acts exactly as Eldar Titan Holo-fields.

  • Place the Hellstorm template wholly within line of sight and within 96”. The Energy Pulse is then treated like any other template weapon.

Biovore Spore Cluster

by Valkyrie

Enemies facing a Biovore Cluster can find themselves coming under a hail of bio-acid and shrapnel as the Biovores push their metabolic rates to the limit in order to fire their spores a considerable distance further than previously thought possible.

Points: 50 + models

Formation: 3 or more Biovore broods.

Special Rules:

Spore Assault: In the shooting phase, if all Biovores in the formation are within 3" of each other, they may combine their firing into one shot with the following profile:

R: 72" Str: 4 AP: 4 Type: Apocalyptic Barrage (2X), where X is the total number of Biovores contributing to the attack.

Range and LoS may be traced from any Biovore in the unit. In addition, after all casualties are calculated, each unit of Biovores takes D3 automatic wounds, distributed as shooting, with saves allowed.


Biovore Bombardment

by jy2

There are times when the Hive Mind comes up against heavily fortified strongholds or encampments where resistance is especially stubborn. Oftentimes, the answer to this is a stampede of Carnifexes to break through the barriers, followed by the swarms which usually overrun the place.

However, usually overlooked are the hundreds of Biovores that bombard the stronghold with corrosive mines to "soften" up the area before the stampede begins, weakening the structure as well as any resistance just enough so that the inevitable overrun would be less costly. The Spore Mines they produce have been enhanced to be more corrosive in nature, meant to eat away at metal as well as flesh. It is an agonizing death and, with enough hits, will wither down any building or vehicle into ruins.

Points: 50 + models

Formation: 1 Hive Tyrant or Tyranid Prime. 3+ Biovore broods, each at full size.

Special Rules:

Strike Force: All Biovore broods in the formation must deploy within 12" of the Hive Tyrant. If coming in from reserves, they must enter the table within 12" of the point entered by the Hive Tyrant.

Death From Above: In the shooting phase, the Biovore broods may combine their firing into one shooting attack, that uses the LoS of the Hive Tyrant or Tyranid Prime, with the following profile:

R: 48" Str: 4 AP: 4 Type: Apocalyptic Barrage (X), where X is the total number of Biovores contributing to the attack, Rending.


Carnifex Juggernaut Stampede

by jy2

Against heavy resistance, the Hive Mind will oftentimes bring out one of their most feared weapons - the Carnifex Juggernaut Stampede. Usually used against heavily defended fortresses and strongholds, these Carnifexes are driven to the brink of madness (if ever there was such as thing) from hunger and an overload of xenoic hormones stimulated by the Hive Mind. They are much more aggressive and resilient than the average stock and once released, they cannot be stopped until either all resistance is destroyed or they themselves are.

Points: 150 + models

Formation: 3+ Carnifex broods

Special Rules:

Strike Force: Each Carnifex brood in the formation must deploy within 6" of another Carnifex brood in the formation. If coming in from reserves, each Carnifex brood must enter the table within 6" of any other Carnifex brood in the formation.

Ultra-Aggressiveness: On the charge, each Carnifex in the formation that charges gets a bonus to its total Attacks equal to the number of models remaining in its brood. These bonus attacks replace the standard bonus +1 A for charging. For example, a brood of 3 Carnifexes charges a unit. Each Carnifex in that brood will get +3A on the turn they charged. In addition, all Carnifexes in the formation have the Fleet USR.

However, due to their over-aggressiveness, their utter disregard for safety and their jostling with each other while trying to reach the target, if the brood that is charging consists of more than 1 Carnifex, then that brood takes D6 S6 hits, with armor saves allowed. Any wounds suffered in this way count towards combat resolution.

Unstoppable Force: Each Carnifex in the formation has the Feel No Pain USR.


Dominatrix

by jy2

The Dominatrix is a Tyranid species which exerts a controlling psychic aura to bring lesser Tyranid creatures under its will, allowing the swarm under its command to operate with uncanny efficiency and tactical ability. However, a Dominatrix is extremely rare and only seen in the most advanced Tyranid swarms.

A Dominatrix possesses a large array of bio-weaponry and packs a colossal mass, dwarfing that of an Imperial Super Heavy Tank. It has an intelligence akin to that of a mighty Hive Tyrant, and the link it has to the Tyranid Hive Mind surpasses even the Hive Tyrant.

A Dominatrix is a gargantuan composite creature of nightmarish proportions, equipped with ripping claws and fangs, and a stunning profusion of symbiotic weaponry. Dominatrices are the brood queens of the Tyranid hordes, their children spawning into all the different Tyranid classes. Inside her are all the gene sequences of the galaxy's most lethal creatures, ready to be spliced and twisted by the Hive Mind.

Because of the importance of a Dominatrix, which is also the most powerful link to the Hive Mind a horde has, they are strategic targets of the highest priority. Destroying a Dominatrix can decide whether a planet falls to the Great Devourer or is saved.

- Warhammer 40k Lexicanum

Points: 1750

Formation: One Dominatrix

Unit type: Gargantuan Creature

Ws 6 Bs 3 Str 10 T 9 W 10 I 3 A 8 Ld 10 Save 2+/4++

Special Rules: Synapse (24") - Shadow in the Warp (24") - Monstrous Progenitor - Psychic Monstrosity

Weapons and Biomorphs: Dominatrix Bio-cannon - Energy Pulse - Lash Whips - Regenerate - Scything Talons - Toxic Miasma - Spore Cloud - Armoured Shell

Psychic Powers: Catalyst - Leech Essence - Onslaught - Paroxysm - Psychic Scream - The Horror - Warp Shirld*

Dominatrix Bio-cannon: R: 48" Str: 10 AP: 2 Type: Assault 8

Energy Pulse: R: Hellstorm** Str: 10 AP: 2 Type: Heavy 1

Monstrous Progenitor: The Dominatrix may spawn monstrous creatures in the Tyranid Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a Monstrous Creature, the Dominatrix may not use any of her psychic powers and she loses the use of her Warp Shield for that game turn. The new unit must be placed no more than 6" from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1" of an enemy unit. However, every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.

The strain on the Dominatrix is great every time she spawns. She may spawn 1 Carnifex or Harpy, but she will take 1D2 Wounds with no saves of any kind allowed in doing so. Or she may spawn 1 Trygon or Tyrannofex, but doing so will cause her 1D3 Wounds with no saves of any kind allowed. All monstrous creatures spawned may have whatever upgrade/biomorph she chooses, so long as it is represented on the model.

Psychic Monstrosity: The Dominatrix may use any 2 of the following powers each turn: Catalyst, Leech Essence, Onslaught, Paroxysm, Psychic Scream or The Horror.

Warp Shield: Due to the tremendous amount of energy it takes to maintain for a creature as massive as the Dominatrix, the Warp Shield is a slightly weaker version of Warp Field. It provides the Dominatrix with a 4++ invulnerable save.

  • Due to the tremendous amount of energy it takes to maintain for a creature as massive as the Dominatrix, the Warp Shield is a slightly weaker version of Warp Field. It provides the Dominatrix with a 4++ invulnerable save.
    • Place the Hellstorm template so that the narrow end is within 18" of the weapon and the large is no closer to the weapon than the narrow end. The Energy Pulse is then treated like any other template weapon.

Dominatrix 2

by Darth Bob

Among the colossal monstrosities presented by the Tyranid threat, none is more terrifying than the Dominatrix. Acting as the prime avatar of the Hive Mind's will, the Dominatrix leads its brood children in their ravaging and devouring of countless worlds with unparalleled strategy. One of the most powerful psychic entities the Imperium has ever faced, the mere sight of the Dominatrix can cause all but the most stalwart to suffer from an overwhelming dread. As advanced to a Hive Tyrant as a Hive Tyrant is to a lowly Ripper, the Dominatrix is by far the most dangerous Tyranid creature yet faced by the worlds of man.

Points: 2000

Formation: 1 Dominatrix

Unit type: Gargantuan Creature

Ws 6 Bs 4 Str 10 T 9 W 10 I 3 A 8 Ld 10 Save 2+/4++

Special Rules: Synaptic Overlord - Shadow in the Warp (24" range) - Psychic Monstrosity - The Terror - Warp Explosion

Weapons and Biomorphs: Armoured Shell - Scything Talons (one set) - Dominatrix Biocannon - Regenerate - Toxic Miasma - Crushing Claws

Psychic Powers: Synaptic Blast - Horror of the Hive Mind - Warp Barrier

Dominatrix Biocannon: R: 60" Str: 10 AP: 2 Type: Assault 8

Synaptic Overlord: The Dominatrix is the ultimate conduit of synaptic energy. Any Tyranid creatures under the direct command of the Dominatrix fights with strategy and finesse thus-far unseen in the Tyranid threat. The Dominatrix has a synapse range of 48". In addition, any non-enemy Tyranid units within 12" of the Dominatrix gain the Eternal Warrior USR.

Horror of the Hive Mind: The Dominatrix's mere presence is beyond unsettling. Casting a shadow of fear across the battlefield, the enemy of the Hive Mind are often overwhelmed with fear. Any enemy units within 24" of the Dominatrix lose the Fearless, And They Shall Know No Fear, and Stubborn USR's.

Psychic Monstrosity: The Dominatrix is an incredibly powerful psyker. Xenos Biologists are unable to comprehend how a Tyranid creature can contain such a high level of psychic energy. The Dominatrix is a Psyker and can cast two psychic powers per turn. In addition, these powers cannot be cancelled by anything (Psychic Hood, etc.) and the Dominatrix gets always rolls her Psychic Tests on 2d6.

Synaptic Blast: The Dominatrix shoots a blast of warp energy that explodes in a torrent of psychic energy. Synaptic Blast is a psychic shooting attack with the following profile: R: 90" Str: 10 AP: 2 Type: Heavy 1, 7" Blast

The Terror: The Dominatrix can sometimes invade the mind of its enemies, causing them to see horrible visions of fear and overwhelming despair. Select any enemy unit within 36". That unit suffers from -3 Leadership until the start of the next Dominatrix turn.

Warp Barrier: The psychic presence of the Dominatrix creates a thin barrier of psychic energy over its thick, durable carapace. Warp Barrier grants a 4+ Invulnerable Save.

Warp Explosion: The Dominatrix's psychic powers can sometimes overload causing an explosion of unseeable warp energy. This energy causes its enemies to break out in violent seizures as its overbearing power penetrates their minds. If the Dominatrix suffers from a Perils of the Warp attack after rolling a psychic test, it automatically loses a wound (no saves allowed). In addition, any unit (friend or foe) within 12" of the Dominatrix takes a number of wounds according to the number of models in the unit. These automatically hit and always wound on a 3+, no armor saves allowed.


Flight of the Harpy

by jy2

The Tyranid version of the air force, these harpies are specialized in aerial combat and rapid deployment. They start off in the air, drop down to surprise the enemy and then fly back up in the air to begin their guerrilla tactics anew. They are also more adept at aerial dogfights, and are usually sent by the Hive Mind to deal with enemy threats from above.

Points: 200 + models

Formation: 3+ Harpies

Special Rules:

Strike Force: The entire formation always start off in reserves and come in together.

They've Got the Drop on Us: When coming in from reserves, first place 1 Harpy anywhere on the board. Then place the other Harpies anywhere within 3" of another Harpy from the formation. They do not scatter and may not be placed on top of another model, in impassable terrain or within 1" of an enemy model. On the turn they come in, they may fire, though at -1 modifier to their Ballistic Skill as they sacrifice a little accuracy (shooting) for a lot of accuracy (moving). They may not assault on the turn they come in.

Rapid Deployment: The specialty of this formation is the guerilla tactic of dropping from the skies to surprise the enemy and then climbing back up into the skies, only to drop down again elsewhere. The Harpies in this formation may only perform this manoeuvre if they are within 3" of another Harpy in the formation and if none of the Harpies are locked in assault. In each of their movement phase (with the exception of the turn when they come in from reserves), they may move via the Strategic Redeployment strategic asset. Afterwards, they may fire at a -1 penalty to their BS but may not assault.

Aerial Combatants: Against enemy flyers, all weapons on the Harpies in this formation have the Anti-Aircraft Mount special rule.


Genestealer Adrenaline Rush

by jy2

The Hive Mind have been breeding a variant species of Genestealers which are faster, more aggressive and more dangerous. These altered stealers are so fearsome that even regular Genestealers shun them. Luckily, they have much shorter lifespans than regular stealers, as the strain on their systems is much more taxing. These stealers are much rarer than their cousins and as such, are only used against the strongest of enemies.

Points: 150 + models

Formation: 2-6 Genestealer broods. At least one unit must include a Broodlord.

Special Rules:

Strike Force: 1 Genestealer brood with a Broodlord is the Vanguard unit. Each Genestealer brood in the formation must deploy within 12" of Vanguard unit. If the formation comes in from Reserve, each brood in the formation must come in within 12" of the point where the Vanguard unit came in.

Hyper Assault: On the turn it assaults, each Genestealer brood in the formation may either assault normally or it may instead choose to perform a Hyper Assault. The Hyper Assault is so draining that the unit automatically takes D3 wounds (with armor saves allowed). Any unsaved wounds lost from the Hyper Assault count towards combat resolution.

When performing a Hyper Assault, the Genestealer brood assaults as if it were cavalry. Moreover, each unit that hyper assaults gains a bonus +2 attacks instead of the normal +1A for charging.

Nothing Will Slow Them Down: All Genestealers in this formation have a variant of Flesh Hooks. These Flesh Hooks count as Assault Grenades, but unlike the Lictor's Flesh Hooks cannot be fired in the shooting phase.


Harridan Skyswarm

by Valkyrie

Recent Xenos Biologists have researched "default Synapse link" between the creatured designated as Harridans, and other smaller Tyranid creatures, most notably ones capable of aerial flight, such as Harpies and Gargoyles. Therefore it is a regular sight to see whole swarms of Harridans surrounded by clusters of smaller creatures, blocking out the sky in a sea of leathery wings.

Points: 200 + Models

Formation: 1+ Harridans 3+ Gargoyle units 0+ Harpies

Special Rules:

Aerial Assault: All Gargoyle units in the formation must begin the game either embarked upon or within 6" of a Harridan. The Harridans do not need to be deployed together.

Skynapse: Any Gargoyle unit or Harpy within 48" of a friendly Harridan counts as being within Synapse range. In addition, Harridans are counted as Flyers for movement purposes and when being shot (except the Harridan does not suffer glancing/penetrating hits as it is not a vehicle obviously).

Wings of Death: Unlike the standard rules, Harridans of the formation are allowed to assault Flyers. If a Harridan moves into base-contact with an enemy Flyer, it may assault it, counting it as a Skimmer which has moved Flat Out. In addition, after all damage is calculated (regardless of wherever the Flyer was destroyed), the Harridan suffers D3 S10 hits.


The Indomitable Hive Mind

by jy2

There's nothing quite as powerful as that of the mind of a Hive Tyrant...except, of course, for when several Tyrants link their minds together to form an even more powerful network of psychic energy. While this is not common, Hive Tyrants from different splinter fleets have been known to work together in this fashion, especially when facing against powerfully psychic enemies. And on the very rare occasions that they do, they are indeed very formidable as they augment each others abilities.

Oftentimes when the Tyrants link their psychic might, one will also find several broods of Zoanthropes working together with them. These Zoanthropes act as psychic conduits to help amplify their power. In the process, each Zoanthrope's psychic prowess is augmented as well.

Points: 200 + models

Formation: 3-6 Hive Tyrants. (Each tyrant may have tyrant guards) 0+ full strength Zoanthrope broods

Special Rules:

Strike Force: Each Hive Tyrant must be deployed within 6" of another Tyrant. Each brood of Zoanthropes must also be deployed within 6" of a Hive Tyrant. If coming in from reserves, each Tyrant and Zoanthrope brood must come in within 6" of another Tyrant.

Psychic Monstrosity: The range of Synapse, Shadows in the Warp and all psychic powers of all units in the formation is augmented as follows: range is increased by +6" per Hive Tyrant in the formation after the 1st tyrant. For example, if there are 5 Tyrants in the formation, then Synapse, Shadow in the Warp, The Horror, Leech Essence and Paroxysm become 36" in range (42" synapse for the Swarmlord) whereas the range for Psychic Scream is 24" + 2D6". Moreover, Warp Blast becomes 48" and Warp Lance 42" for the Zoanthropes in the formation.

Furthermore, any enemy unit attempting to nullify any psychic powers and who are within range of Shadows of the Warp of any unit in this formation receives a -1 modifier on their dispel attempts. This include attempts to dispel via Psychic Hoods, Runic Weapons, Wolftail Talismans, the Aegis, Unguents of Warding and Shield of Faith. Against Runes of Warding or another Tyranid's Shadows in the Warp, any unit belonging to this formation gets a modifier of -1 on its Psychic Tests (i.e. 3D6-1).

For each Tyrant in the formation that is killed, the range of each unit in the formation is reduced by 6". Thus, if 1 of the 5 tyrants in the above example is killed, the range of Synapse, Shadows in the Warp and all psychic powers drops to an effective range of 30" (36" synapse for the Swarmlord and 18" + 2D6" for Psychic Scream).

Master Strategist: The Tyrants in this formation not only combine their psychic might, but they also share their knowledge as well. The Tyranid player gets either the Careful Planning strategic asset or the Strategic Redeployment strategic asset (the owning player may pick only 1).


Lictor Reconnaissance Force

by jy2

Lictors are sent before the main Hive invasion to scout and infiltrate the area, gathering as much information as possible - the inhabitants (also know as the "dinner"), threats, geography, strategic topography, and any other information deemed useful to the Hive Mind. They spend weeks, possibly even months, in a location at a time. By the time the main fleet arrives, thanks to the data collected by the Lictors, they are well prepared to consume the planet. The Lictors then attack via ambush and guerilla warfare, surgically taking out weaker or isolated units.

Points: 200 + models

Formation: 0-1 Deathleaper 3+ Lictor broods

Special Rules:

Strike Force: When the formation arrives and a unit is successfully placed in play, all other units in the formation must choose entry points within 12" of this unit.

Reconnaisance Data: From all the information gathered, the Tyranid army gets the following Strategic Assets: Careful Planning - Strategic Redeployment - Surgical Raids


Maelstrom of the Mawloc

by jy2

Mawlocs have been known on rare occasions to work in groups. Usually consisting of 2-3 Mawlocs in a "herd", when they erupt from the ground they take a large chunk of land with them, destroying infantry, tanks and even terrain that used to lie where they came out. No more than 3 in a Herd has ever been observed, and scholars from the Adeptus Mechanicus have theorized that any more would be too hard for them to synchronize their attacks in perfect unison. In any case, the attacks of a herd of Mawlocs creates a chasm that swallows up whatever was on top of them.

Points: 100 + models

Formation: 2 or 3 Mawlocs

Special Rules:

Strike Force: The Mawlocs in this formation always start off in Reserves.

Maelstrom of Mayhem: All the Mawlocs deploy via their Terror from the Deep special rule with the following exceptions:

If there are 2 Mawlocs in the formation, use the 7" blast template instead of the 5" large blast template. The owner must fit as much of the Mawlocs in the blast marker as is possible.

If there are 3 Mawlocs in the formation, use the 10" blast template instead of the 5" large blast template. The owner must fit as much of the Mawlocs in the blast marker as is possible.

The strength of the blast markers is 6 plus 1 for each Mawloc after the first (thus, S7 if 2 Mawlocs and S8 if 3). AP is still 2. Any model touched by the center of the 7" or 10" blast markers takes a Destroyer strength AP2 hit instead. This is to represent the fact that it is getting hit by multiple Mawlocs and at the epicenter of the collapsing ground.

If a super-heavy vehicle or gargantuan creature is "pushed" out of the way of the blast marker and there is not enough space to fit it (i.e. due to vehicles in the way, impassable terrain, etc.), then the vehicle automatically loses D3 structure points instead and the gargantuan creature automatically loses D6 Wounds instead (with no saves of any kind allowed!). Leave the super-heavy vehicle or gargantuan creature in place. Any Mawlocs unable to deploy under the blast template as a result of this are considered destroyed.

The Ground is Collapsing: Any removable terrain touched by the center of the 7" or 10" blast marker is removed on a 4+. As they cannot be moved, buildings hit by the center are also removed on a 4+ as they fall through the collapsed ground. Any units within the terrain are affected as per Maelstrom of Mayhem above.


Malanthrope

by jy2

"The Malanthrope is a large serpent like creature that looks similar to a Lictor. It has feeder tendrils and is about twice the size of the Zoanthrope, another creature it closely resembles. Rarely seen, the Malanthrope follows behind a Tyranid attack. It selectively collects and processes genetic material from fallen enemies before itself being reabsorbed into the biomass. The creature grasps dead, injured and still living foes with its long groping tendrils, stuns them with its sting and consumes them, feeding them into its maw with its small but dexterous arms. A Malanthrope is a highly intelligent, psychic creature with a strong link to the Hive Mind. It can only move by psychically levitating to skim over the ground."

- Warhammer 40k Lexicanum

Points: 195

Outside of Apocalypse, a Malanthrope is a HQ unit.

Formation: One Malanthrope

Unit type: Monstrous Creature

Ws 4 Bs 3 Str 6 T 6 W 4 I 5 A 4 Ld 10 Save 3+/3++

Special Rules: Fleet - Psyker - Shadow in the Warp - Synapse Creature - Anaphylactic Shock

Weapons and Biomorphs: Bonded Exoskeleton - Claws and Teeth - Lash Whips - Toxic Miasma

Psychic Powers: Warp Field

Options: Choose any two psychic powers from Leech Essence, The Horror, Psychic Scream - Take Hive Commander for +25pts

Anaphylactic Shock: Due to its extreme toxicity, any wounds from the Malanthrope cause Instant Death. This does not affect C'tan or the Eldar Avatar.


Malanthrope 2

by lindsay40k

"The Malanthrope is a large serpent like creature that looks similar to a Lictor. It has feeder tendrils and is about twice the size of the Zoanthrope, another creature it closely resembles. Rarely seen, the Malanthrope follows behind a Tyranid attack. It selectively collects and processes genetic material from fallen enemies before itself being reabsorbed into the biomass. The creature grasps dead, injured and still living foes with its long groping tendrils, stuns them with its sting and consumes them, feeding them into its maw with its small but dexterous arms. A Malanthrope is a highly intelligent, psychic creature with a strong link to the Hive Mind. It can only move by psychically levitating to skim over the ground."

- Warhammer 40k Lexicanum

Points: 195

Outside of Apocalypse, a Malanthrope is a HQ unit.

Formation: One Malanthrope

Unit type: Infantry

Ws 4 Bs 3 Str 6 T 6 W 4 I 5 A D6+1 Ld 10 Save 4+/3++

Special Rules: Fleet - Psyker - Shadow in the Warp - Synapse Creature - Move through Cover - Toxic Touch (see Venomthrope) - Spore Cloud (see Venomthrope) - Host Organism (see Parasite of Mortrex) - Large Target - Anaphylactic Shock - Absorption - Assimilation

Weapons and Biomorphs: Hardened Carapace - Claws and Teeth - Lash Whips - Toxic Miasma

Psychic Powers: Warp Field - The Horror

Large Target: Despite not having the raw strength of a Monstrous Creature, the Malanthrope is a bulky creature whose method of locomotion makes itself highly visible. It cannot go to ground, voluntarily or otherwise. Furthermore, when targeted by shooting it cannot claim a cover save unless at least 50% of its body is obscured from the view of the majority of the firing models, even if it is standing in area terrain.

Anaphylactic Shock: Due to its extreme toxicity, the Malanthrope's close combat attacks cause Instant Death. This does not affect Daemons, including the C'tan or the Eldar Avatar.

Absorption: The presence of a Malanthrope indicates that a planet has already fallen to the Tyranids and is in an advanced stage of being devoured. Military objectives change from stopping the swarm, to slowing down the ability of its Ripper Swarms to render the planet's minerals and nutrients down into food for the Bioships whilst waiting for reinforcements, rescue craft or the Emperor's Mercy. Rippers near to the Malanthrope stop mindlessly squabbling over every morsel of food they find, and instead sweep the ground for biomass in a manner reminiscent of trained search teams.

In a Tyranid army containing a Malanthrope, Ripper Swarms count as Scoring Units despite having the Swarm USR. In addition, Ripper Swarm and Sky-Slasher units within Synapse range of the Malanthrope are immune to the effects of Instant Death caused by weapons that do not use the Blast or Template rules.

Assimilation: The Malanthrope's role being to act as a living database of genomes for the Hive Mind to use in its gene-splicing experiments, exceptional individuals of great power are of particular value to it. If a Malanthrope survives the battle having killed any units that are Independent Characters, Monstrous Creatures or Unique, the owning player scores an additional Kill Point or Objective for each of these killed units. If units have more than one of these rules (for instance, a Unique Independent Character), they yield two additional Kill Points or Objectives!

Note that some Independent Characters or Monstrous Creatures may take a retinue which makes them count as being a member of a unit. These models will still yield Kill Points or Objectives, even if they are not behaving as Independent Characters or Monstrous Creatures at the time of death!


Psychic Choir

by jy2

Broods of Zoanthropes have been known to work together at times. When they do, it is usually with devastating consequences to the unlucky few who happen to witness this. The broods work together to form a network of psychic energy, linking their minds together in psychic coordination. Each brood amplifies and is amplified by another brood. When this psychic harmony is achieved, then comes the scream terrifying enough to shatter minds and reduce men to cowering husks. This cacophony may well be the very last thing their prey may ever hear.

Points: 200 + models

Formation: 3+ full strength broods of Zoanthropes

Special Rules:

Strike Force: Each brood of Zoanthropes in this formation must be deployed within 6" of another brood. If coming in from reserves, each Zoanthrope brood must come in within 6" of another brood (though scattering may take them out if deepstriking)

Psionic Amplification: The range of Synapse, Shadows in the Warp and all psychic powers of all units in the formation is augmented as follows: Range is increased by +6" per Zoanthrope brood in the formation after the 1st. For example, if there are 5 broods of Zoanthropes in the formation, then Synapse and Shadows become 36" in range, whereas the range for Warp Blast becomes 48" and Warp Lance 42".

Furthermore, any enemy unit attempting to nullify any psychic powers and who are within range of Shadows of the Warp of any unit in this formation receives a -1 modifier on their dispel attempts. This include attempts to dispel via Psychic Hoods, Runic Weapons, Wolftail Talismans, the Aegis, Unguents of Warding and Shield of Faith. Against Runes of Warding or another Tyranid's Shadows in the Warp, any unit belonging to this formation gets a modifier of -1 on its Psychic Tests (i.e. 3D6-1).

For each brood in the formation that is killed, the range of each unit in the formation is reduced by 6". Thus, if 1 of the 5 broods in the above example is killed, the range of Synapse and Shadows in the Warp drop to an effective range of 30", Warp Blast to 42" and Warp Lance to 36".

Psychic Choir: In lieu of using their shooting attacks, each brood of Zoanthropes may instead combine to perform the Psychic Choir. The brood has to be within 6" of another brood in order to contribute to the choir. Each brood that participates adds +12" to the range of the Psychic Choir, measured from any model that is contributing to the choir. All non-vehicular enemy units within range of the Psychic Choir suffer a -1 penalty to their Leadership per Zoanthrope brood performing the choir. The Psychic Choir lasts until the beginning of their next turn.

Thus, if 5 broods of Zoanthropes perform the Psychic Choir, then the range of the choir is 60" measured from any of the models participating in the choir, and every enemy unit with a Leadership characteristic within range suffers a -5 penalty to their LD.

The Psychic Choir is cumulative with the Broodlord's Aura of Despair.

Warp Shield: The Warp Shield is a weaker version of the Zoanthrope Warp Field. The Zoanthropes in this formation may project their Warp Shield to benefit friendly units around them. At the beginning of their shooting phase, any brood in the formation may project a Warp Shield. This shield provides a 5++ Invulnerable save against all shooting attacks to any friendly units within 6" of the brood. This power lasts until the beginning of their next turn, and any brood that projects a Warp Shield may not participate in the Psychic Choir the turn they use their Warp Shield.


Pyrovore Immolator Brood

by Valkyrie

When faced with especially entrenched foes, the Hive Mind has been known to simply drown its enemies in a veritable tide of burning acid launched from the weapons of Pyrovores.

Points: 150 + Models

Formation: 3+ full strength Pyrovore Broods

Special Rules:

Strike Force: Each Pyrovore Brood must be deployed within 6" of each other, or if coming on from reserves, must arrive within 6" of each other.

Acidic Immolation: In the shooting phase, three or more Pyrovore broods within 3" of each other may combine their Flamespurt attacks to make a single shooting attack with the following profile:

R: Hellstorm* Str: X** AP: 3 Type: Assault 1, Intense Heat

  • Place the Hellstorm Template so the narrow end is within 6" of the nominated Pyrovore and the wide end is no closer to the firer than the narrow end. It is then treated like any other template weapon
    • The Strength of the shot is equal to 5 plus the number of Pyrovore broods contributing to the attack after the initial 3. Eg, 4 Pyrovore broods contributing to the attack will have a Strength of 6

Intense Heat:Any unit taking casualties from this attack must immediately take a Leadership test or fall back.


Ripper Empress

by Matt.Kingsley

A Ripper Empress is more powerful and evolved, and therefore more dangerous, than a Ripper Queen. A single Ripper Empress can turn the tide of battle if left alone, in fact, it has been known, for a single Ripper Empress to infiltrate into an enemie's base of operations and fill it with Rippers. In the Battle over the Tau Sept World Ta'Shi, a winged Ripper Empress gave birth to a Ripper swarm above the defending Taus' heads. Not a single body was found.

Points: 170 + Options

Out of Apocalypse, the Ripper Empress is a HQ unit

Formation: 1 Ripper Empress

Unit type: Infantry

Ws 4 Bs 3 Str 4 T 4 W 4 I 5 A 4 Ld 10 Save 4+/5++

Special Rules: Independant Character Master Ripper Mother - Psyker - Ripper Scout - Synapse Creature

Weapons and Biomorphs: Chitin - Sything Talons - Rending Claws - Improved Ripper Cannon - Hardened Carapace

Psychic Powers: Catalyst - Proxysm

Options: Take Spinefists for +10pts. - Take Adrenal Glands for +10pts. - Take Toxin Sacs for +10pts. - Take Regeneration for +20pts. - Take Wings for + 10pts - May upgrade Improved Ripper Cannon with the Winged Ripper rule for + 10pts

Improved Ripper Cannon: R: 18" Str: 4 AP: 5 Type: Assault 3, Barrage, Blast, Live Rippers

Winged Ripper an Improved Ripper Cannon with this upgrade can choose to shoot Sky-Slasher Swarms. If you choose this type of shot, the blast scatters D6 less (So it scatters D6") but if it misses, follow the usual 'Live Rippers' rule but place Sky-slasher Swarm instead.

Master Ripper Mother: If the Ripper Empress doesn't run or shoot, it may give birth to either 3 Ripper Swarm or Sky-Slasher Swarm bases. These must be placed in coherency with her. If she didn't move, and wasn't shot at last turn, she may make D6 extra bases. If the result is a 5 or 6, then she takes a wound, no armour or cover saves allowed. No matter what the result is, you may add that number of Ripper or Sky-slasher swarm bases to the 3 already made.

Ripper Scout: The Ripper Queen can measure LOS from any Ripper unit within its Synapse range.

Live Rippers: If this weapon misses and does not land in Impassable Terrain, place 1 Ripper Swarm base where the shot lands. If any other shots from this weapon miss and do not land in Impassable Terrain, place 2 Ripper Swarm bases as a single unit where the first shot lands. The Ripper Swarm will have the same upgrades as the Ripper Queen, although they can't get regeneration. All upgrades must be represented on the Ripper models. Additionally, if the Ripper Queen has Toxin Sacs, this weapon becomes Poisoned (4+).


Ripper Queen

by Matt.Kingsley

Some Hive Fleets have been observed to spawn monstrous Rippers that birth live young that are almost immediately of defending themselves against - and even attacking - their enemies. It has been speculated that this may be a result of Hive Fleets absorbing the DNA of placental mammals, or perhaps that these organisms are related to Tervigons. Either way, if they are not dealt with quickly they can infest a wide area with voracious Rippers.

Points: 130 + options

Outside of Apocalypse, a Ripper Queen is an Elite unit.

Formation: 1 Ripper Queen

Unit type: Infantry

Ws 3 Bs 2 Str 4 T 4 W 3 I 4 A 3 Ld 10 Save 4+/5++

Special Rules: Independent Character - Psyker - Ripper Scout - Synapse Creature - Ripper Mother

Weapons and Biomorphs: Chitin - Sything Talons - Rending Claws - Ripper Cannon - Hardened Carapace

Psychic Powers: Catalyst

Options: Take Spinefists for +10pts. - Take Adrenal Glands for +10pts. - Take Toxin Sacs for +10pts. -Take Regeneration for +20pts. -Take the Proxysm psychic power for + 10pts.

Ripper Cannon: R: 12" Str: 3 AP: - Type: Assault 2, Barrage, Blast, Live Rippers

Ripper Scout: The Ripper Queen can measure LOS from any Ripper unit within its Synapse range.

Live Rippers: If this weapon misses and does not land in Impassable Terrain, place 1 Ripper Swarm base where the shot lands. If both shots from this weapon miss and either do not land in Impassable Terrain, place 2 Ripper Swarm bases as a single unit where the first shot lands. The Ripper Swarm will have the same upgrades as the Ripper Queen, although they can't get regeneration. All upgrades must be represented on the Ripper models. Additionally, if the Ripper Queen has Toxin Sacs, this weapon becomes Poisoned (4+).

Ripper Mother: If the Ripper Queen does not shoot or run in the Shooting Phase, she can make 2 Ripper Bases. These bases are placed in contact with her and form a separate unit. The Ripper Swarm will have the same upgrades as the Ripper Queen, although they can't get regeneration. All upgrades must be represented on the Ripper models.


Tervigon Tide

by lindsay40k

It's frightening enough for the Tyranids' prey when a Tervigon spawns brood after brood of Termagants until its body is empty or dead. This terror fades into insignificance when faced with broods of Tervigons, heavily pregnant with mature Termagants, their spawnings combining into a single tide of bodies carrying more dangerous bioweapons and biomorphs than the usual Tervigon progeny. Sometimes, the only thing that stems the flow of scuttling creatures is when the Tervigons' bodies fail under the strain of so many mass birthings.

Points: 50+models

Formation: Three or more Tervigons

Special Rules:

Strike Force: Each Tervigon in the formation must deploy within 6" of another Tervigon in the formation. If coming in from reserves, each Tervigon must enter the table within 6" of any other Tervigon in the formation.

Mass Spawning: Instead of following the usual Spawn Termagants rule, the Tervigons in the formation may choose to combine their efforts to spawn a single brood of highly developed Termagants. Follow the usual Spawn Termagants rule, except the new brood must be placed within 6" of every Tervigon in the formation, and roll a number of D6 equal to the number of Tervigons involved times three.

Additionally, the spawned Termagants may be spawned with any upgrades normally allowed for Termagants. For each dice the player discards before rolling for the number of Termagants spawned, the unit may have either a point per model of unit upgrades, or a single model equipped with a Strangleweb. These upgrades must be represented on the models, and the restriction of one Strangleweb per ten Termagants still applies; if there are not enough correctly equipped Termagant models available, or not enough Termagants to support the number of Stranglewebs desired, the difference is lost.

Dangerously Full: The Tervigons are heavily pregnant, having spent the days leading up to the battle filling their internal brooding chambers almost to bursting point with masses of larvae. There is no risk of a Tervigon exhausting its supply of larvae during a Mass Spawning, however for every '6' rolled a wound must be suffered by a Tervigon chosen by the owning player, as the strain of bearing so many creatures takes its toll on the beast's system.

Armour saves may not be taken against these wounds, however Feel No Pain rolls may be made. (Note that Catalyst is cast during the Movement Phase, and may be cast before Mass Spawning.) Also, these wounds need not all be allocated to the same Tervigon - they may be 'shared out' however the player decides.


Tremorbeast

by Valkyrie

+++ Imperial Xenos Database: Tyranid Tremorbeast+++ +++ Archive 34.2B: The Tremorbeast is a unique variant of the Trygon, first encountered by the Iron Warrior Legion during [RECORD PURGED]. Captured records of the battle showed a beast of considerable mass burrowing beneath the apparently impregnable fortress. Once the beast emerged, the battle was soon over as hundreds of smaller beasts swarmed from its colossal network of tunnels.

An Imperial Explorator Force purged the planet of any remaining Tyranid threat, but despite all previous predictions, the Tremorbeast soon showed itself on multiple occasions. While initially thought impossible due to the Tyranid’s methods of assimilation, it is hypothesised that the Tremorbeast encountered by the Imperial forces is the same which defeated the Iron Warriors over two centuries ago. The Tremorbeast was eventually destroyed by over a dozen, mostly disastrous attempts to pursue it via Termite craft loaded with experimental Ordo Xenos weaponry.

Physically, the Tremorbeast resembles a standard Trygon, albeit considerably larger, with several main differences: its mouth composes of hundreds of lashing tentacles capable of ripping apart even the most heavily armoured warriors. Two of its additional limbs are bonded with bio-weapons resembling Devourers, albeit much more powerful. +++

Points: 700

Formation: 1 Tremorbeast (Unique)

Unit type: Gargantuan Creature

Ws 9 Bs 3 Str 9 T 8 W 8 I 6 A 7 Ld 9 Save 3+

Special Rules: Synapse Creature - Shadow in the Warp - Subterranean Assault* - “Into the Belly of the Beast”

Weapons and Biomorphs: Scything Talons - Lash Whips - Two Swarm-Devourers - Bio-Plasma - Swarm-Devourer - Bonded Exoskeleton

Options:

Swarm-Devourer: R: Template Str: 1 AP: 3 Type: Assault 1, Poisoned (2+)

“Into the Belly of the Beast”: The Tremorbeast can use it’s huge mass of tentacles to devour whole squads of troops at a time. Before any blows are struck in melee, each enemy model in base contact with the Tremorbeast must take an Initiative test, using their standard Initiative value. If they fail they are removed from play as they are horribly devoured by the Tremorbeast. Invulnerable saves are allowed against this attack. Walkers and Monstrous Creatures are also affected, but they may re-roll their Initiative tests if required. This attack has no affect on Gargantuan Creatures.

  • The tunnel entrance created by this unit may be used by up to three friendly units per turn.

Trygon Alpha Strike

by jy2

With the information relayed and the pheromone trail left by scouting Lictors, burrowing Trygons can pinpoint the location of the “nutrients” with an accuracy of just a few meters. They erupt from their hideaway and in one fell sweep, drag the prey back down into the abyss with them.

Points: 200 + models

Formation: 1 brood of Lictors for every 3 Trygons, with a minimum of 1 brood. (May substitute 1 brood of Lictors for the Deathleaper.) 3-9 Trygons

Special Rules:

Strike Force: All Trygons must start off in Reserve. The Lictors must arrive from Reserve a turn before the Trygons. When the Lictors arrive and a unit is successfully placed in play, all other Lictor units in the formation must choose entry points within 12" of this unit.

Surprise Attack: When the Trygons arrive from reserve, they may assault on the same turn provided they are within 6" of one of the Lictor units as long as the Trygon does not shoot or run.


Tyranid Bioship

by TyraelVladinhurst

On rare occasions the Bioships used by the Hivefleets approach a battlefield at close range, the Hive Mind's immense psychic power keeping them airborne so as to rain death and destruction upon their foes.

Points: 10,000

Formation: 1 Tyranid Bioship

Unit type: Gargantuan Creature, Flyer

Ws 4 Bs 2 Str D T 10 W 50 I 1 A 30 Ld 10 Save 1+

Special Rules: Synapse - 410" range - Shadow in the Warp (72" range, enemy test on 4D6) - Spawn Termagants - Transport (capacity 6,000pts of Tyranids)

Weapons and Biomorphs: 2 x Scything Talons - Deathspitter cannon - Giant Flamespurt - 10 x Bio-plasma - Huge Spore Cloud - Regeneration (4+) - Interplanetary Armour (1+ armour save)

Psychic Powers: Warp Lance - Catalyst - Paroxysm

Giant Flamespurt: R: Hellstorm Str: 7 AP: 3 Type: Heavy 1, Pinning

Deathspitter Cannon: R: 48" Str: 6 AP: 4 Type: Assault 15, Small Blast

Huge Spore Cloud: The bioship and all units within 36” of it can claim a 4+ cover save and count as being armed with defensive grenades.


Tyranid Swarm Attack

by jy2

When Swarms have not had time to grow larger bio-constructs, they may have little choice but to pit a horde of lightly-armed Gaunts against the armoured onslaught of their prey. The Gaunts are infected with symbiotes that release hormones which dull the instinct for self-preservation, and which cause great cysts full of acid sacs to grow on the host. Although there is little chance for survival in such a contest, if gathered in enough numbers they can get close enough to overwhelm the enemy. When the time for the assault arrives, the massed broods rise up and advance. Enemy fire will tear them apart, leaving gaping holes. They may falter, but the enemy will have to kill every last one of them before they give up. Of course, the creatures are doomed to ultimately be dissolved by their own infections, however by this point the battle will be over.

Points: 150 + models

Formation: 3-6 Infantry units chosen from the Troops section of the Tyranid army.

Special Rules: Acid Tumors - Suicidal Rage

Acid Tumors: All of the models in this formation have a special biomorph that begins to grow on their chest in response to the proximity of so many of its kind. This sac begins to extrude fist sized tumors that, when thrown, explode showering the target with a virulent combination of chemical that reacts violently with most known metals eating through the affected area much like acid, reducing most targets to sludge. These acid tumors count as krak grenades with a Strength of 7 when used against vehicles.

Suicidal Rage:: A lack of self-preservation instincts means that all units in this formation can test to regroup regardless of any normal restrictions.


Venomthrope Miasma

by Valkyrie

On occasions, the Hive Mind has been known to turn the skies black with clouds of noxious vapour emitted by Venomthropes. In these instances, it may become impossible to engage the Swarm without first eliminating the source of the toxic fog.

Points: 200 + Models

Formation: 3+ Venomthrope Broods.

Special Rules:

Deployment: All Venomthrope Broods within the formation count as one unit for reserve and deployment purposes.

Noxious Clouds: The miasmas and clouds given off by the Venomthropes can choke the skies, scrambling enemy targeting sensory and impairing visual aids. In the owning player's movement phase, if three or more Venomthrope Broods are within 12" of each other, you may immediately place a Blind Barrage asset, placing the markers within 3" of any Venomthrope, but the markers must not be more than 36" apart overall. This follows all the standard rules for the Blind Barrage asset.

In addition, each Venomthrope within the formation gains the following shooting attack:

R: Template Str: 1 AP: 3 Type: Assault 1, Poisoned (3+)


  ==Hive Mind Representative==

by Zengin10

    Legends tell of a unspeakable terror that is highly adept at the art of slaughter. This terror is the tyranids,
    led by the Hive Mind. These despicable creatures have reached the Imperium, and have started their rampage.
    But questions are floating around. If the Hive Mind is so great, why does it not fight? Does it have a physical form?
    These questions are answered when the tyranids reach a place they cannot conquer. When  this happens,
     the Hive Mind pours all but a tiny fragment of his power into a small fleshy mass.
     This mass flies toward the target planet at incredible speeds. While traveling, the Hive Mind representative 
      mutates and grows rapidly into a huge and immensely powerful creature. When this almost perfect killing
      machine lands on the target planet, there will be no stopping the terrible onslaught of the tyranids there..........
    Points:
    7000
    Formation:
    1 Hive Mind representative
    Unit type:
    Gargantuan creature


Ws 10 Bs 8 Str 10 T 10 W 20 I 9 A 20 Ld 11 Save 2+/2++

    Special Rules: Fearless, psyker, synapse (120"), shadow in the warp,
                                fleet, eternal warrior, certain doom, death is upon you,
                                behold,  you dare challenge me, Unspeakable terror, 
                                I am the Hive Mind, sacrifice,  ultimate killing machine


Certain doom: At the beginning of their turn, all enemy units within 36" of the Hive Mind representative must take a leadership test with 3d6. Any and all units that fail this leadership test may do nothing for that turn or the next tyranid turn, even if they are assaulted.

Death is upon you: All enemy units within 36" of the Hive Mind representative must take all leadership tests with 3d6.

Behold: Any and all enemy units that wish to shoot at a tyranid unit within 36" of the Hive Mind representative must take a leadership test. If they pass, they may shoot normally. If they fail, they get to roll a d6. 1-4: they do nothing and it counts as if they have fired their weapons 5-6: they must try to shoot at the Hive Mind representative instead.

You dare challenge me: All units wishing to assault the Hive Mind representative must take a leadership with 4d6. If they pass, they may assault normally. If they fail, they may not assault the Hive Mind representative, and the Hive Mind representative gets a free shooting phase in which it may only fire at the unit that attempted to assault it.

Unspeakable terror: all units within 36" lose the fearless, stubborn and they shall know no fear special rules

I am the Hive Mind: All tyranid units allied with the Hive Mind representative may use his leadership value.

sacrifice: The Hive Mind representative may use this once on it's turn. Remove 1 friendly tyranid unit from play. All enemy units within 48" of that unit take 3d6 strength 6 attacks.

Ultimate Killing Machine: On the charge the Hive mind representative gains 5 strength and 5 extra attacks. All wounds inflicted by the Hive Mind representative that go unsaved inflict instant death. For each single character the Hive Mind kills in melee, it gains 1 wound to a maximum of 20 wounds. If the Hive Mind representative is assaulting a vehicle, It counts as if it were strength D. The Hive Mind representative may assault 12+2d6 inches. If the Hive Mind representative rolls a 6 on a to wound dice, the defending unit automatically removes a model of their choice.


Weapons and Biomorphs: 2 bio-cannons (type:str 10 ap 2 assault 24 range 240"), 2 upgraded flame-spurts(str 9 ap2 hellstorm template) 3 pairs of scything talons, lashwhips, acid blood, regeneration, toxin sacs(3+), toxic miasma, flying death

Psychic Powers: powerful warp shield, physic scream, warp blast, concentrated warp blast


Options: the Hive Mind representative may take up to 4 of these spawn genestealers(spawn 3d6 genestealers per turn) 400 pts spawn warriors(spawn 3d6 warriors per turn) 800 pts spawn termagants(spawn 3d6 termagants) 150 pts spawn hormagaunts(spawn 3d6 hormagaunts per turn) 200 pts spawn ripperswarms(spawn 3d6 ripperswarms per turn) 250 pts spawn trygon(spawn 1d2 trygons per turn) 350 pts spawn mawloc(spawn 1d3 mawlocs per turn) 350 pts spawn carnifex(spawn 1d3 carnifexes per turn) 350 pts spawn tyrannofex(spawn 1d2 tyrannofexes per turn) 450 pts

Weapon: Flying death R: 480 " Str:D AP: 1 Type: Assault 10

Rule: If it hits a structure or vehicle with multiple structure pts, each hit automatically takes a structure point. Rule: Can only be fired twice per game


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