Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Mutable Hive Tyrant (HQ) |
1 |
6 |
3 |
6 |
6 |
4 |
5 |
3/5 |
10 |
2+ |
163 |
Tyranid Monstrous Creature; Adrenal Glands (In); Adrenal Glands (WS); Extended Carapace; Toxin Sacs; Wings; Move 12", advance and fall back 3D6"; May not enter difficult or impassible terrain; Deep Strike if allowed.; Scything Talons (x2); Flesh Hooks
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
#The Horror |
Any model assaulting the creature must pass a Morale test or may not assault that turn. |
[0] |
Hive Tyrant (HQ) |
1 |
6 |
3 |
6 |
6 |
4 |
5 |
3/4 |
10 |
3+ |
278 |
Tyranid Monstrous Creature; Scything Talons (x1); Venom Cannon (x1); Flesh Hooks
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
#The Horror |
Any model assaulting the creature must pass a Morale test or may not assault that turn. |
[0] |
Tyrant Guard |
3 |
5 |
3 |
5 |
6 |
2 |
5 |
2 |
10 |
3+ |
[138] |
Protects Tyranid Monstrous Creatures (Hive Tyrant, Red Terror, Old One-Eye, Carnifex) from the "Shoot the Big Ones!" rules, Tyranid Monstrous Creatures can still be shot at along with their retinue of Tyrant Guard following the normal rules. Tyranid Monstrous Creatures can leave the unit at will. No effect in close combat.; Lash Whip; Rending Claws; Spineshield; Flesh Hooks
|
Mutable Warriors (Elites) |
3 |
5 |
3 |
4 |
4 |
2 |
4 |
2* |
10 |
5+ |
91 |
Fleet if given Leaping.; Adrenal Glands (WS); Enhanced Senses; Scything Talons (x3); Deathspitter (x2); Venom Cannon (x1)
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
Mutable Warriors (Elites) |
3 |
5 |
2 |
5 |
4 |
2 |
4 |
2* |
10 |
4+ |
123 |
Fleet if given Leaping.; Adrenal Glands (WS); Extended Carapace; Leaping; Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Toxin Sacs; Rending Claws (x3); Scything Talons (x3); Flesh Hooks; Elites
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
Old One Eye (Heavy Support) |
1 |
4 |
2 |
10 |
6 |
4 |
2 |
D6+1 |
10 |
2+ |
164 |
Tyranid Monstrous Creature; Regenerate; Rending Claws; Scything Talons
|
Mutable Carnifex (Heavy Support) |
1 |
3 |
3 |
9 |
6 |
4 |
1 |
2 |
10 |
2+ |
176 |
Tyranid Monstrous Creature; Enhanced Senses; Extended Carapace; Venom Cannon (x2); Flesh Hooks
|
Biovores (Heavy Support) |
3 |
3 |
3 |
3 |
4 |
2 |
1 |
1 |
10 |
- |
168 |
Living Artillery. Deploy as separate & independent models; Cannot capture table quarters or count as "surviving" in a Meat Grinder; Spore Mines behave oddly, see codex p. 7; The Biovore fires a spore mine up to 48", place the Spore Mine 1" away from an enemy model then roll a scatter die + 2D6" ('hit's don't scatter), move the Spore Mine on a scatter if it hits an enemy model it detonates on the spot; LOS is not needed, Spore Mines do not cause pinning; Bio-Acid Spore Mines (x3)
|
The Red Terror (Fast Attack) |
1 |
6 |
- |
5 |
5 |
3 |
3 |
5 |
10 |
3+ |
104 |
Deep Strike if allowed; Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain. Tyranid Monstrous Creature; Swallow Whole; Cannot Fleet.; Scything Talons
|
Raveners (Fast Attack) |
1 |
5 |
3 |
4 |
4 |
2 |
5 |
3* |
10 |
5+ |
45 |
Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain; Cannot Fleet.; Rending Claws (x1); Scything Talons (x1)
|
Termagant Brood (Troops) |
12 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5* |
6+ |
94 |
Fleet; Fleshborer; Hive Node (x1)
|
Termagant Brood (Troops) |
12 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5* |
6+ |
94 |
Fleet; Fleshborer; Hive Node (x1)
|
Option Footnotes: |
|
|
Bio-Acid Spore Mines |
S3, AP3, Flamer Template; Place the narrow end of the template on the spore mine, and direct it with the Scatter dice ('Hit' points toward the nearest enemy model); 2D6+3 AP. |
|
Deathspitter |
18"R, S(C+1), AP5, Assault 1 Blast. |
|
Flesh Hooks |
Fight simultaneously with troops in cover; Treat vertically impassible terrain as Difficult Ground. |
|
Fleshborer |
12"R, S(C+1), AP-, Assault X. |
|
Hive Node |
The brood has Leadership 10 as long as the mutant is alive. |
|
Lash Whip |
Enemy models in base contact with creatures carrying Lash Whips lose 1 attack (minimum 1); May not be used 2" away with the Leaping special rule. |
|
Rending Claws |
Auto-wounds and no armour saves on 'to hit' roll of 6; Roll an extra dice if you roll a 6 for AP. |
|
Scything Talons |
+1 attacks in close combat. |
|
Spinefist |
12"R, S(C), AP5, Assault X. |
|
Venom Cannon |
36"R, S(C+2), AP4, Assault X; Only glances against vehicles. |
|