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Special Rules Tyranid Special Rules: Expendable Is Destroyed, This Includes The Extra Blast Marker

The document provides special rules for Tyranid units in Warhammer 40,000, including Expendable units that do not inflict Blast markers, Tunneler units that can enter the battlefield from underground, and rules for Brood units that can be returned to play via swarming by Synapse units. It then provides profiles and details for various Tyranid unit types such as the Dominatrix Bio-Titan, Hive Tyrant, Tyranid Warriors, and Genestealers.

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0% found this document useful (0 votes)
148 views12 pages

Special Rules Tyranid Special Rules: Expendable Is Destroyed, This Includes The Extra Blast Marker

The document provides special rules for Tyranid units in Warhammer 40,000, including Expendable units that do not inflict Blast markers, Tunneler units that can enter the battlefield from underground, and rules for Brood units that can be returned to play via swarming by Synapse units. It then provides profiles and details for various Tyranid unit types such as the Dominatrix Bio-Titan, Hive Tyrant, Tyranid Warriors, and Genestealers.

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hypnotoad14
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© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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SPECIAL RULES

SPECIAL RULE: EXPENDABLE A formation does not receive a Blast marker when a unit with Expendable is destroyed, this includes the extra Blast marker from the first casualty of a crossfire and for units destroyed for being out of formation after a move. If an expendable unit is hit by a weapon with Disrupt it does not inflict a Blast marker. If a formation is comprised completely of expendable units then they do not benefit from any of the rules above. Expendable units killed in an assault count for the purposes of working out its result (see EA 1.12.7). SPECIAL RULE: TUNNELER Formations where all of the units have Tunneler (or are transported in units that have the ability) may be kept off the table and can appear at the start of the second turn or after. Set up the units touching their own side's table edge before the battle starts at the same time that spacecraft are setup (see EA 4.3.1). Any units transported in the tunneler should be placed to one side at this time too. Secretly write down the location where the tunneler will surface at the same time and in the same manner that you record the coordinates of a drop zone (see EA 4.3.1). You must also secretly record when the tunneler will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in the opposing half of the table, it may arrive from turn three onwards. Set up the tunneler at the start of the stated turn, before placing units with teleport, at the location you wrote down. Any units being transported are allowed to disembark immediately upon surfacing. Surfacing does not count as movement for the purposes of triggering overwatch fire. Disembarking triggers overwatch fire as normal. If the tunneler surfaces on terrain that is impassable for it, under a friendly unit, or in an enemy zone of control then it is assumed that on-board sensor equipment will divert it towards another entry point. The unit should be moved by the opposing player to the nearest area where it can surface. Formations of multiple tunnelers need only record one location where they will surface. Place a unit at this location, or within 5cm of another unit that has already been placed, so long as all units are placed within 15cm of the location and on the appropriate half of the table. Tunnelers, and any units being transported in them, may take an action on the turn they appear.

TYRANID SPECIAL RULES


SPECIAL RULE: XENO-SOCIOLOGY Brood: Units with Brood (X) (brood units) are placed in the army's off-board swarm pool when they are destroyed. These units may be returned to play via swarming for a number of swarm points equal to X. Synapse: Formations that contain at least one unit with Synapse (a synapse unit) may return brood units to play from the swarm pool via swarming. Swarming: After a formation with at least one synapse unit regroups or attempts to rally it may swarm. Roll a number of dice based on the following modifiers: The formation is not broken There are no enemy units within 30cm +1D3 +1D3

The total rolled is the number of swarm points available to the formation. Units with Brood (X) in the swarm pool may be returned to play for a number of swarm points equal to X. A formation may only return units to play if it started the game with that type of unit. For example, if a formation began the game with Termagants but not Hormagaunts it could return Termagants, but not Hormagaunts, via swarming. All units returned to play in this manner must be placed within 5cm of a unit from the formation that was there prior to swarming. These units may not be placed in enemy zone of control or in impassable terrain. Not all of the swarm points available need to be used, but any leftover are discarded. Augmented Swarming: Some units are noted as having Augmented Swarming (+X). Units with this ability add a number of swarm points equal to X when their formation swarms. SPECIAL RULE: XENO-BIOLOGY Mobility: Tyranid armored vehicle and war engine units do not take dangerous terrain tests. In addition, Tyranid light vehicle units count as infantry for the purposes of terrain (see EA 1.8). Fortification terrain features such as minefields or razorwire, and special terrain features such as lava flows affect Tyranids normally. Regeneration: War engine units with Regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn's end phase. Regeneration cannot be used by a destroyed unit nor may it increase a unit's damage capacity beyond the starting amount.

TYRANID UNITS
DOMINATRIX DOMINATRIX Type War Engine Weapons Bio-Titan Bio-Cannon Energy Pulse 2x Massive Scything Talons Speed 20cm Range 45cm 60cm (base contact) Armor 4+ Firepower 3x AP4+/AT5+ 3BP Assault Weapons Close Combat Firefight 3+ 5+ Notes Fixed Forward Macro-weapon Extra Attack (+1), Titan-killer

Damage Capacity 4. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 1 DC and the Supreme Commander and Synapse special abilities. Notes: Augmented Swarming (+1D3), Fearless, Invulnerable Save, Regeneration, Reinforced Armor, Supreme Commander, Synapse. The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide . HIVE TYRANT HIVE TYRANT Type Armored Vehicle Weapons Venom Cannon Lash Whip and Bonesword Speed 20cm Range 30cm (base contact) Armor 4+ Firepower AP4+/AT5+ Assault Weapons Close Combat Firefight 3+ 5+ Notes Extra Attack (+1), Macro-weapon

Notes: Commander, Fearless, Leader, Reinforced Armor, Synapse TYRANID WARRIORS TYRANID WARRIORS Type Infantry Weapons Deathspitters Notes: Fearless, Synapse Speed 20cm Range 30cm Armor 5+ Firepower AP5+ Close Combat 2+ Notes Firefight 5+

LICTOR LICTOR Type Light Vehicle Weapons Flesh Hooks Lictor Talons Speed 20cm Range (15cm) (base contact) Armor 5+ Firepower Small Arms Assault Weapons Close Combat 3+ Notes Sniper Firefight 6+

Notes: First Strike, Infiltrator, Invulnerable Save, Scout, Teleport BROOD LORD BROOD LORD Type Character Weapons Rending Claws and Talons Speed n/a Range (base contact) Armor n/a Firepower Assault Weapons Close Combat Firefight n/a n/a Notes Extra Attack (+1), First Strike

Notes: Leader, Inspiring, Invulnerable Save GENESTEALERS GENESTEALERS Type Infantry Weapons Rending Claws Notes: Infiltrators, Scouts Speed 20cm Range (base contact) Armor 6+ Firepower Assault Weapons Close Combat 2+ Notes First Strike Firefight -

TERMAGANTS TERMAGANTS Type Infantry Weapons Fleshborers Speed 20cm Range (15cm) Armor Firepower Small Arms Close Combat 6+ Notes Firefight 5+

Notes: Brood (1), Expendable HORMAGAUNTS HORMAGAUNTS Type Infantry Weapons Scything Talons Speed 20cm Range (base contact) Armor Firepower Assault Weapons Close Combat 4+ Notes Firefight -

Notes: Brood (1), Expendable, Infiltrators GARGOYLES GARGOYLES Type Infantry Weapons Flamespurts Speed 30cm Range 15cm Armor Firepower AA6+ Close Combat 6+ Notes Firefight 5+

Notes: Brood (2), Expendable, Jump Packs MEIOTIC SPORE MEIOTIC SPORE Type Light Vehicle Weapons Meiotic Spore Speed 10cm Range 15cm Armor 5+ Firepower AA5+ Close Combat 6+ Notes Disrupt Firefight 6+

Notes: Expendable, Scout, Skimmer

RAVENERS RAVENERS Type Infantry Weapons Twin Scything Talons Speed 20cm Range (base contact) Armor 5+ Firepower Assault Weapons Close Combat 4+ Notes Extra Attack (+1) Firefight -

Notes: Brood (2), Expendable, Infiltrators, Tunnelers BIOVORE BIOVORE Type Light Vehicle Weapons Spore Mines Notes: CARNIFEX CARNIFEX Type Speed Armored Vehicle 20cm Weapons Range Bio-Plasma (15cm) Large Scything Talons (base contact) Notes: Fearless, Reinforced Armor ZOANTHROPE (745.M41) ZOANTHROPE (745.M41) Type Light Vehicle Weapons Warp Blast Speed 15cm Range 30cm and (15cm) Armor 4+ Firepower AP5+ Small Arms Close Combat 6+ Notes Macro-weapon Firefight 5+ Armor 4+ Firepower Small Arms Assault Weapons Close Combat Firefight 3+ 5+ Notes Extra Attack (+1), Macro-weapon Speed 15cm Range 30cm Armor 6+ Firepower AP5+/AT6+ Close Combat Firefight 6+ 5+ Notes Disrupt, Indirect Fire

Notes: Invulnerable Save

HARUSPEX HARUSPEX Type Armored Vehicle Weapons Acid Jets and Frag Spines Claws and Mandibles Notes: Reinforced Armor MALEFACTOR MALEFACTOR Type Armored Vehicle Weapons Frag Spines Arms Speed 25cm Range 15cm (base contact) Armor 4+ Firepower 2x AP5+ Assault Weapons Close Combat Firefight 4+ 5+ Notes Extra Attack (+1), Macro-weapon Speed 20cm Range 15cm (base contact) Armor 4+ Firepower 2x AP5+/AT6+ Assault Weapons Close Combat 3+ Notes Firefight 5+

Extra Attack (+1), Macro-weapon

Notes: Reinforced Armor, Transport (Two of the following units: Genestealers, Hormagaunts, Raveners, Termagants or Tyranid Warriors) DACTYLIS DACTYLIS Type Armored Vehicle Weapons Bile Pods Notes: Reinforced Armor EXOCRINE EXOCRINE Type Armored Vehicle Weapons Bio-Cannon Notes: Reinforced Armor Speed 15cm Range 45cm Armor 4+ Firepower 2x AP4+/AT5+ Close Combat 4+ Notes Firefight 4+ Speed 15cm Range 45cm Armor 4+ Firepower 1BP Close Combat Firefight 4+ 5+ Notes Disrupt, Indirect Fire

TRYGON TRYGON Type Speed War Engine 25cm Weapons Range Bio-Electric Field (15cm) Large Scything Talons (base contact) Armor 5+ Firepower Small Arms Assault Weapons Close Combat Firefight 4+ 5+ Notes Extra Attack (+1), Macro-weapon

Damage Capacity 2. Critical Hit Effect: The unit is destroyed. Notes: Fearless, Reinforced Armor, Tunneler HARRIDAN HARRIDAN Type Speed War Engine 35cm Weapons Range Twin Harridan Bio45cm Cannons Large Scything Talons (base contact) Armor 5+ Firepower 2x AP4+/AT5+ Assault Weapons Close Combat 5+ Notes Fixed Forward Firefight 5+

Extra Attack (+1), Macro-weapon

Damage Capacity 3. Critical Hit Effect: The unit loses 1 DC. Notes: Fearless, Reinforced Armor, Skimmer, Transport (Four units of Gargoyles)

HIERODULE BIO-TITAN (745.M41) HIERODULE BIO-TITAN (745.M41) Type War Engine Weapons 0-1x Bile Launcher Cluster Spines 0-1x Razorclaw Speed 25cm Range 60cm 30cm (base contact) or (15cm) 2x Massive Scything (base contact) Talons Armor 4+ Firepower 3BP 4BP Assault Weapons Small Arms Assault Weapons Close Combat Firefight 3+ 5+ Notes Forward Forward Extra Attack (+1), Titan-killer (D3) Extra Attack (+1) Extra Attack (+1), Titan-killer

Damage Capacity 4. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC. Notes: Fearless, Invulnerable Save, Regeneration, Reinforced Armor. The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide. The unit may be armed with either a Bile Launcher or a Razorclaw, not both. HIEROPHANT BIO-TITAN (745.M41) HIEROPHANT BIO-TITAN (745.M41) Type War Engine Weapons Bio-Titan Bio-Cannon 0-1x Pyro-Acid Spray 0-1x Razorclaw or Ripper Tentacles 2x Gigantic Scything Talons Speed 25cm Range 45cm 15cm (base contact) (15cm) (base contact) (base contact) Armor 4+ Firepower 3x AP4+/AT5+ 3BP Assault Weapons Small Arms Assault Weapons Assault Weapons Close Combat Firefight 3+ 5+ Notes Forward Forward, Ignore Cover Extra Attack (+1), Titan-killer (D3) Extra Attack (+1) Extra Attacks (+2), First Strike Extra Attack (+1), Titan-killer (D3)

Damage Capacity 6. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC. Notes: Fearless, Invulnerable Save, Regeneration, Reinforced Armor. The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide. The unit may be armed with either Pyro-Acid Spray or a Razorclaw, not both.

HIVE FLEET ONACHUS ARMY LIST


HOW TO USE THE ARMY LIST Hive Fleet Onachus formations come in two types: Synapse Swarms and Independent Swarms. Each Synapse Swarm you include in the army allows you to field one Independent Swarm. In addition to this restriction no more than one third of the points available may be spent on Bio-Titans and the Dominatrix. The army list includes the following information: Type: The name of the formation. Core Units: The units that make up the formation. The core units of a formation may be doubled or tripled. A formation with the normal number of core units is called a small (S) formation, a formation with double the number of core units is called a medium (M) formation, and a formation with triple the number of core units is called a large (L) formation. Cost: The point costs of a formation are listed under S, M and L (the costs for a small, medium or large formation, respectively). Upgrades: A formation may add any of the units noted here for their listed cost. If there is a limit on the number of units that may be added then this limit is doubled for medium formations and tripled for large formations. All of a formation's core and upgrade units count as being part of one formation. The different units may not activate on their own. SPECIAL RULE: THE HIVE MIND The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their anomalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for Synapse Swarm, not Independent Swarm, formations. Synapse Swarms ignore brood units for the purposes of determining formation strength during tiebreak. A Synapse Swarm with no synapse units has an initiative of 3+ and may not capture objectives. A Synapse Swarm with at least one synapse unit ignores the -2 modifier for being broken when it is attempting to rally. Additionally, it can absorb other Synapse Swarm formations with no synapse units at the end of its action. The formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The units and blast markers of an absorbed formation become part of the formation. An absorbed formation is considered completely destroyed for the purposes of tiebreak and the Break Their Spirit victory condition.

HIVE FLEET ONACHUS TYRANID ARMY LIST


Tyranid armies have a strategy rating of 1. Tyranid formations have an initiative of 1+, Synapse Swarm formations have an initiative of 3+ if they contain no synapse units. Synapse Swarm formations ignore the -2 modifier for being broken when rallying if they contain at least one synapse unit. No more than one third of the points available may be spent on Bio-Titans and the Dominatrix.

SYNAPSE SWARM FORMATIONS


TYPE 0-1 Nexus Swarm CORE UNITS One Dominatrix S 350 COST M n/a L n/a UPGRADES Any number of the following for +20 points each: Termagants, Hormagaunts Any number of the following for +25 points each: Biovore, Gargoyles, Zoanthrope (745.M41) Any number of Raveners for +35 points each. Any number of the following for +50 points each: Carnifex, Haruspex, Malefactor Any number of the following for +60 points each: Dactylis, Exocrine, Trygon Up to three Meiotic Spores for +25 points each. Up to one Tyranid Warriors for +50 points each. Any number of the following for +20 points each: Termagants, Hormagaunts Any number of the following for +25 points each: Biovore, Gargoyles, Zoanthrope (745.M41) Any number of Raveners for +35 points each. Any number of the following for +50 points each: Carnifex, Haruspex, Malefactor Any number of the following for +60 points each: Dactylis, Exocrine, Trygon Up to six Meiotic Spores for +25 points each.

Tyranid Swarm

One Hive Tyrant or two Tyranid Warriors, plus six of the following: Termagants, Hormagaunts

200

375

550

INDEPENDENT SWARM FORMATIONS


(Up to one may be taken for each Synapse Swarm formation)
TYPE Biovore Swarm Dactylis Swarm Exocrine Swarm Genestealer Swarm Harridan Swarm Hierodule Bio-Titan Hierophant Bio-Titan 0-2 Lictor Swarm Meiotic Spores Trygon Swarm CORE UNITS Five Biovores Three Dactylis Three Exocrine Six Genestealers One Harridan One Hierodule Bio-Titan (745.M41) One Hierophant Bio-Titan (745.M41) Three Lictors Six Meiotic Spores Three Trygons S 150 300 175 150 150 350 525 150 150 200 COST M 275 575 325 n/a 275 n/a n/a n/a 275 375 L 400 850 475 n/a 400 n/a n/a n/a 400 550 UPGRADES Any number of Biovores for +30 points each. Any number of Dactylis for +100 points each. Any number of Exocrine for +60 points each. Any number of Genestealers for +25 points each. Up to one Brood Lord for +50 points. Any number of Gargoyles for +25 points each. None None Up to three Lictors for +50 points each. Any number of Meiotic Spores for +25 points each. Any number of Raveners for +35 points each. Any number of Trygons for +75 points each.

TYRANID REFERENCE SHEET


STRATEGY RATING: 1
NAME Biovore Brood Lord Carnifex Dactylis Dominatrix TYPE LV CH AV AV WE SPEED 15cm n/a 20cm 15cm 20cm ARMOUR 6+ n/a 4+ 4+ 4+ CC 6+ n/a 3+ 4+ 3+ FF 5+ n/a 5+ 5+ 5+ NOTES Leader, Inspiring, Invulnerable Save Fearless, Reinforced Armour Reinforced Armour Augmented Swarming (+1D3), Damage Capacity: 4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour, Supreme Commander, Synapse Reinforced Armour Brood (2), Expendable, Jump Packs Infiltrators, Scouts Damage Capacity: 3, Fearless, Reinforced Armour, Skimmer, Transport (see below) Reinforced Armour Damage Capacity: 4, Fearless, Invulnerable Save, Regeneration, Reinforced Armour

INITIATIVE: 1+
WEAPONS Spore Mines Rending Claws and Talons Bio-Plasma Large Scything Talons Bile Pods Bio-Titan Bio-Cannon Energy Pulse 2x Massive Scything Talons RANGE 30cm (base contact) (15cm) (base contact) 45cm 45cm 60cm (base contact) FIREPOWER AP5+/AT6+ Assault Weapons Small Arms Assault Weapons 1BP 3x AP4+/AT5+ 3BP Assault Weapons NOTES Disrupt, Indirect Fire Extra Attack (+1), First Strike Extra Attack (+1), Macro-weapon Disrupt, Indirect Fire Fixed Forward Macro-weapon Extra Attack (+1), Titan-killer

Exocrine Gargoyles Genestealers Harridan

AV INF INF WE

15cm 30cm 20cm 35cm

4+ 6+ 5+

4+ 6+ 2+ 5+

4+ 5+ 5+

Bio-Cannon Flamespurts Rending Claws Twin Harridan Bio-Cannon Large Scything Talons Acid Jets and Frag Spines Claws and Mandibles 0-1x Bile Launcher Cluster Spines 0-1x Razorclaw or 2x Massive Scything Talons Bio-Titan Bio-Cannon 0-1x Pyro-Acid Spray 0-1x Razorclaw or Ripper Tentacles 2x Gigantic Scything Talons Venom Cannon Lash Whip and Bonesword Scything Talons Flesh Hooks Lictor Talons

45cm 15cm (base contact) 45cm (base contact) 15cm (base contact) 60cm 30cm (base contact) (15cm) (base contact) 45cm 15cm (base contact) (15cm) (base contact) (base contact) 30cm (base contact) (base contact) (15cm) (base contact)

2x AP4+/AT5+ AA6+ Assault Weapons 2x AP4+/AT5+ Assault Weapons 2x AP5+/AT6+ Assault Weapons 3BP 4BP Assault Weapons Small Arms Assault Weapons 3x AP4+/AT5+ 3BP Assault Weapons Small Arms Assault Weapons Assault Weapons AP4+/AT5+ Assault Weapons Assault Weapons Small Arms Assault Weapons

First Strike Fixed Forward Extra Attack (+1), Macro-weapon Extra Attack (+1), Macro-weapon Forward Forward Extra Attack (+1), Titan-killer (D3) Extra Attack (+1) Extra Attack (+1), Titan-killer Forward Forward, Ignore Cover Extra Attack (+1), Titan-killer (D3) Extra Attack (+1) Extra Attacks (+2), First Strike Extra Attack (+1), Titan-killer (D3) Extra Attack (+1), Macro-weapon Sniper

Haruspex Hierodule Bio-Titan (745.M41)

AV WE

20cm 25cm

4+ 4+

3+ 3+

5+ 5+

Hierophant Bio-Titan (745.M41)

WE

25cm

4+

3+

5+

Damage Capacity: 6, Fearless, Invulnerable Save, Regeneration, Reinforced Armour

Hive Tyrant

AV

20cm

4+

3+

5+

Hormagaunts Lictor

INF LV

20cm 20cm

5+

4+ 3+

6+

Commander, Fearless, Leader, Reinforced Armour, Synapse Brood (1), Expendable, Infiltrators First Strike, Infiltrator, Invulnerable Save, Scout, Teleport

Malefactor Meiotic Spore Raveners Termagants Trygon

AV LV INF INF WE

25cm 10cm 20cm 20cm 25cm

4+ 5+ 5+ 5+

4+ 6+ 4+ 6+ 4+

5+ 6+ 5+ 5+

Reinforced Armour, Transport (see below) Expendable, Scout, Skimmer Brood (2), Expendable, Infiltrators, Tunnelers Brood (1), Expendable Damage Capacity: 2, Fearless, Reinforced Armour, Tunneler Fearless, Synapse Invulnerable Save

Frag Spines Arms Meiotic Spore Twin Scything Talons Fleshborers Bio-Electric Field Large Scything Talons Deathspitters Warp Blast

15cm (base contact) 15cm (base contact) (15cm) (15cm) (base contact) 30cm 30cm (15cm)

2x AP5+ Assault Weapons AA5+ Assault Weapons Small Arms Small Arms Assault Weapons AP5+ AP5+ Small Arms

Extra Attack (+1), Macro-weapon Disrupt Extra Attack (+1) Extra Attack (+1), Macro-weapon Macro-weapon

Tyranid Warriors Zoanthrope (745.M41)

INF LV

20cm 15cm

5+ 4+

2+ 6+

5+ 5+

and Dominatrix: The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 1 DC and the Supreme Commander and Synapse special abilities. Harridan: Transport (Four units of Gargoyles) Critical Hit Effect: The unit loses 1 DC. Hierodule Bio-Titan (745.M41): The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide. The unit may be armed with either a Bile Launcher or a Razorclaw, not both. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC. Hierophant Bio-Titan (745.M41): The unit may step over units and pieces of terrain that are lower then its abdomen and less than 2cm wide. The unit may be armed with either Pyro-Acid Spray or a Razorclaw, not both. Critical Hit Effect: Roll 1D6. On a 1 the unit loses 1 DC and all units within 5cm take a hit on a 6+. On a 2-5 the unit loses 1 DC. On a 6 the unit loses 2 DC. Malefactor: Transport (Two of the following units: Genestealers, Hormagaunts, Raveners, Termagants or Tyranid Warriors) Trygon: Critical Hit Effect: The unit is destroyed.

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