Special Rules Tyranid Special Rules: Expendable Is Destroyed, This Includes The Extra Blast Marker
Special Rules Tyranid Special Rules: Expendable Is Destroyed, This Includes The Extra Blast Marker
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.
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+
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
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+
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+
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.
Tyranid Swarm
One Hive Tyrant or two Tyranid Warriors, plus six of the following: Termagants, Hormagaunts
200
375
550
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
AV INF INF WE
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
AV WE
20cm 25cm
4+ 4+
3+ 3+
5+ 5+
WE
25cm
4+
3+
5+
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
AV LV INF INF WE
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
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.