Post by gingerwerewolf on Jun 19, 2015 8:18:38 GMT
Hey all - Ive put together a Fandex from my many years of experience and would love your feedback on it.
A Google Docs one is here
drive.google.com/file/d/0B7vkTDKly3SiWmxrd1pHVk9uU0U/view?usp=sharing
Feel free to comment on the link above
As for the rules - Ill copy and paste them below if you cant be bothered with the link
==========================================================
New Army wide rules
Shadow in the Warp
All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within 12” of one or more models with the Shadow in the Warp special rule.
In addition, any psyker in range of Shadow of the Warp must take a Ld Test at the start of the Psychic Phase, failure means that the Psyker generates no Warp Charge this turn. They may use other Warp Charge to cast spells.
Living Vessel
The Hive mind is so strong within this creature that its will can be felt amongst the ungifted as well.
May only be taken by units with Shadow of the Warp.
All enemy units and models suffer a -3 penalty to their Leadership whilst they are within 12” of one or more models with the Living Vessel special rule. This is not cumulative with Shadow of the Warp
Instinctive Behaviour – Same as current except (Feed)
1-3 - Desperate Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the charge heedlessly forward, slaughtering themselves in a need to get into combat with the enemy.
In the movement phase they must move towards the enemy, in the most direct line possible. Treat open ground or Area Terrain as both Difficult and Dangerous.
In the Shooting phase, the unit may not shoot. They may run, but only if doing so would not stop them from Charging in the Assault Phase. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit, and fights at Initiative 1. If the unit cannot declare a charge, it does nothing in the Assault phase.
4-5 - Devour: Driven by their instincts, the Tyranids hurl themselves at the closest prey they can find, teeth and claws eager to bite into flesh.
In the movement phase they must move towards the enemy, in the most direct line possible. Terrain is treated normally.
In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.
6 - Kill: The brood’s ravenous hunger sends them into a murderous frenzy.
This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.
Sacrificial Swarm
A common Tyranid tactic is to overwhelm by numbers, caring nothing for the sacrifices made to achieve their goals. Gargoyles throwing themselves into Jet engines to bring down fighter planes, Hormagaunts throwing themselves into gun lines to protect the creatures behind them, or to simply clog the battlefield.
Creatures with the “Sacrificial Swarm” Rule gain the following abilities while in Synapse Range -
Sacrificial Cover - When a shot passes through a unit with Sacrificial Cover, to strike creatures / units behind it, as judged by los from the firer, the Unit may elect to give the unit behind a 3+ cover save. If it does so, it immediately takes 1d6 wounds, with no saves (cover or otherwise) possible.
Sacrificial Weapon - A unit with the Sacrificial Weapon rule that assaults a Vehicle may elect to sacrifice themselves in an attempt to take down the vehicle. This attack has no effect against Walkers who must be assaulted normally. Superheavy Vehicles are affected in the same way.
For every full 10 wounds in the unit, you gain D3 Str 8 Ap 2 automatic hits in close combat at the Initiative 1 step. Roll to Penetrate and Damage as normal. After the hits have been resolved, remove the unit completely, with no saves whatsoever.
A Unit may Elect to do this if they are rammed.
Gargoyles and Skyslashers have an additional rule -
Sacrificial Strike!
If during its movement while Zooming, an Enemy Flyer’s path crosses a unit of Gargoyles or Skyslashers of 10 or more models in Synapse Range, that unit may declare that they are performing a “Sacrificial Strike” against the Aircraft. This is resolved as a Vector Strike at Str 8. The Enemy Flyer may declare to Jink as normal before the number of Hits are resolved.
After the hits have been resolved, all Gargoyles or Skyslashers in the unit that performed Sacrificial Strike are removed as Casualties.
Strength through Numbers
If the unit is within synapse range and contains 5 Models or less, in your movement phase, you may combine the unit to another unit of the same type. The smallest Unit(s) counts as destroyed for VP purposes, and the combined unit may not split up later in the game. Any effects on the larger unit are added to the smaller one, eg Gone to Ground etc.
Brood Upgrade (X)
The Brood Upgrade rule allows the Brood (henceforth known as the Parent Brood) to purchase a single Upgrade Creature defined in within the Parenthesis to be a member of the brood. Tyrant Guard may be purchased in units of 1-3 when they are a Brood Upgrade
This creature is considered to be part of the Brood for all intents and purposes, changes its Unit Type to same Unit Type as the Parent Brood and gains the Character type if it does not already have it. Their Instinctive Behaviour is changed to that of the Parent Brood, but in all other ways they use the Rules as defined in their entry. Any Upgrades that are available to the original Upgrade Creature, are still available.
Digestive Denial (Change the Warlord Trait to this Special Rule)
It is not just the organic life that is attacked by an encroaching Tyranid Swarm, the very battlefield is nothing but minerals to be consumed by them. Their agents are blown forward by the wind, and tunnel underneath the Ground, destroying foundations, and crumbling stone.
After deployment, but before Scout redeployments and Infiltrate deployments, you may choose a piece of area terrain on the battlefield, for each Unit with this special rule. That Terrain is counted as being Dangerous Terrain to both armies for the whole of the Battle. Note that a piece of terrain can only be affected by this ability once.
Swarms!
Units of Rippers, Skyslashers, Tunnel Swarms and Spore Mines & Mucolids are not purchased in the normal way, and do not take up a Force Organisation Slot. Certain “Parent Brood” units can purchase a single Swarm unit..
Parent Broods that may buy Swarm Units:
Gargoyles, Tyranid Warriors with Wings – Skyslashers
Ravagers, Trygons & Mawlocs – Tunnelswarms
Exocrine, Biovore, Sporocyst – Spore Mines*, Mucolids*
Tyranid Warriors without wings, Hormagaunts, Termagaunts, Tervigons, Carnifex, Tyrannofex, Hauruspex, Toxicrene – Ripper Swarms
Swarm Special Rules
These Units, with the notable exception of Spore Mines and Mucolids, must stay within 6" of the Parent Broods that they are purchased with for the entire game. If, at any point a swarm unit is not within 6” of the Parent Brood, that unit is destroyed at the end of the current phase.
Swarms automatically gain the instinctive behaviour of the Parent Brood. A swarm is considered to be in Synapse if its Parent Brood is within Synapse, and likewise, even if the Swarm Unit is within 12” of a Synapse Unit, it is still considered to be out of Synapse if its Parent Brood is out of Synapse Range. (This is to stop deliberately chaining the Swarm to keep the Parent unit in Synapse)
Assault Phase – If either the Parent Brood or the Swarm Unit declare a charge, the Swarm unit, or the Parent Brood respectively must declare a charge at the same unit. Should the Parent Brood be charged, the Swarm unit MUST charge that same enemy in its next Assault phase. Should the Swarm unit be charged, the Parent Brood must charge at the next opportunity.
Should the Parent Brood be in reserve, the Swarm Unit is placed in reserve as well. If the unit Deep Strikes, then the swarm unit enters play at the same time as the main brood that it was purchased for. Place the Main Brood Unit first, and deep strike it as per the rules for Deep Striking. Then place the swarm units wholly within 6” of the Main Brood Unit, but not within 6” of the enemy or on Impassable terrain. Any Excess models are lost / destroyed. Swarms that arrived this way are considered to have deep struck.
Since they are so small, Swarms are not counted against a Tyrannocyte’s Transport Capacity nor a Trygon’s Escourted Brood Rule
All Swarm Units have the rule Sacrificial Swarm, in addition to their other rules.
In all other ways, the Unit acts as a normal Swarm unit of its type. It can take Casualties, and can be charged etc.
*Spore Mines and Mucolids that are bought in this way start in reserve and Deep Strike on the first Turn automatically. No Reserve roll is needed.
Unit Rule Changes
Trygon & Trygon Prime
Trygon Tunnel – Replace the rules
A Trygon Prime has the same rules and is treated in exactly the same way as a Trygon.
When you place a Trygon into reserve you may additionally place a single units into reserve as an Escorted Brood.
A Trygon’s Escorted Brood may not have wings, nor be jump infantry. Nor may they be Raveners, Mawlocs, or secondary Trygons be Escorted
A unit with an attached Independent Character or Brood Upgrades (X) count as one Escorted Brood.
Swarm Units belonging to the Trygon or the Escorted Brood are not counted.
Unit association is made at the beginning of the game, when reserves are decided.
If this is done, do not make a reserve roll for the Escorted Brood, instead they arrive at the same time as the Trygon or Trygon Prime they have been assigned to. Place the Trygon first, and deep strike it as per the rules for Trygons Deep Striking. Then place each of the Escorted Brood’s Units wholly within 6” of the Base of the Trygon, but not within 6” of the enemy or on Impassable terrain. Any Excess models are lost / destroyed.
Units arriving in this way, may not move further, but may Shoot, or Run in the shooting phase as normal. They may not assault. (They act as if they have arrived by deep strike)
If the Trygon or Trygon Prime Deep Strike Mishaps, then roll once on the table and apply the results to the Trygon or Trygon Prime and all the assigned Escorts.
After these additional Unit has arrived by Deep Strike, the tunnel is assumed to have collapsed, and has no further effect
Lictor
Add the following Special rules to Lictors and Deathleaper.
Precise Hunter - The Lictor is an Independent Character, and must always issue a challenge if possible. However, when the Lictor challenges, the Lictor’s owning player selects which Character it fights against in the first round of Combat, not his opponent. In subsequent rounds, Glorious Intervention can be attempted as normal.
Lone Hunter - May never join or be joined by any other unit or character. Broods with this rule must split up and deploy as individuals.
Hunter Assassin - Lone men are particularly vulnerable to Lictors. On a turn that a Lictor arrives by Deep Strike, it may forgo shooting to be able to charge. It may only use this ability to charge Infantry Independent Characters that are not currently joined to a unit.
OR
Apex Predator - The Lictor is the master of surprise attacks, and uses its Flesh hooks to a degree that other Tyranids are unable to. A Lictors Flesh hooks have the following Profile
Flesh Hooks - Range 6” Str 6*, AP 2, Assault 1, Precision Shots, Seize!
Seize! - Roll to wound Versus the Model’s Strength Characteristic. On a success the model does not lose a wound but is moved immediately into base to base contact with the Lictor. In the following Assault Phase they are considered to be in Combat, with neither side counting as charged. If the model is part of a unit, then it is removed from the Unit. The Original Unit may choose to ignore this (probably fallen) comrade and act normally. Should the Lictor die and the model survive, it must immediately use all movement possible to make its way back into Unit Coherency with its original unit. The Original unit does not count as being out of Unit Coherency during this time.
Toxicrene
Change Hypertoxic to read
Hypertoxic: Any hit inflicted by this model that has the Fleshbane special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of a 6.
Change Choking Cloud to read
Choking Cloud: Range 12" S3 AP- Assault 1, Ignores Cover, Large Blast, Fleshbane (2+), Predatory Sentience
Weapon Changes
Flamespurt – When Pyrovores combine together, their volatile nature is strengthened, Steel, Ceramite and armour melting from the intensity of the blast – When firing a unit of Pyrovores, they may fire the Flamespurt as normal, or combine the shots into a single Flamespurt Torrent: Template, Str 4+X, AP3, Torrent, Armourbane, Assault 1, where X is the number of Pyrovores in the unit.
Rupture Cannon – Range 36” Str D, AP2, Assault 1
Bio-Electric Pulse - Range 12” Str 5, AP5, Assault 6, Haywire
Bio-Electric Pulse with Containment Spines - Range 18” Str 5, AP5, Assault 12, Haywire
Biomorph Changes
Blinding Venom
Blinding Venom is an additional Close Combat Weapon: Str as User, AP 5.
Rolls of 6 to hit with Blinding Venom have the Blind Special Rule.
Wings
Wings gained my Monstrous Creatures make the creature a Flying Monstrous Creature
Wings gained by Infantry, make them Jump Infantry.
Wings are a close combat weapon, Str as user, AP 6
Wings may be taken by Hive Tyrants, Tyranid Primes and Tyranid Warriors
The following is the Updated Army List for Tyranids – Cost unchanged unless otherwise specified.
HQ
Hive Tyrant –
Brood Upgrade (Tyrant Guard)
Old One Eye –
Unchanged
Deathleaper –
Add Lone hunter, Precise Hunter & Eternal Warrior
Trygon Prime –
Gains the Special Rule: Digestive Denial
Tyranid Prime –
Loose Alpha Warrior, reduce points to 80.
Brood Upgrade (Tyrant Guard)
Lone Tyranid Primes may replace Scything Talons for a pair of wings (Jump Infantry) for 15 points.
Troops
Tyranid Warrior –
The Whole unit, including any Brood Upgrades may replace Scything Talons for a pair of wings (Jump Infantry) for 15 point per model. Brood Upgrade (Tyranid Prime)
Genestealer –
Gain Acute Senses, Scout and Stealth Special Rules
Termagant –
Gains Sacrificial Swarm, Strength Through Numbers. Brood Upgrade (Pyrovore), Brood Upgrade (Venomthrope) Special Rules
Hormagant –
Gains Sacrificial Swarm, Strength Through Numbers, Brood Upgrade (Pyrovore), Brood Upgrade (Venomthrope) Special Rules
Change Unit Type to Beast. Remove Fleet, Bounding Leap, and Move through Cover.
Elites
Tyrant Guard –
When chosen as a Brood Upgrade (Tyrant Guard) may be chosen as 1-3
Maleceptor –
Gains Living Vessel Special Rule
Zoanthropes –
Unchanged from the Shield of Baal
Venomthrope –
Unchanged
Lictor –
Change Unit Type to Beast.
Add Precision Strikes, Eternal Warrior, Precise Hunter and Lone hunter Special Rules.
Haruspex –
Change the Unit Type to “Monstrous Beast”
Gains the Special Rule: Digestive Denial
Pyrovore –
Volatile only affects non Tyranid Creatures with a Toughness Value. Gains new FLamestrike Torrent Attack
Fast Attack –
No Fast attack units may take the Tyrannocyte
Ravener & Red Terror –
Unchanged
Gargoyle –
Gains Sacrificial Swarm
Harpy –
Change selection to 1-3 for a single FA Choice
Hive Crone –
Change selection to 1-3 for a single FA Choice
Mawloc –
Change selection to 1-3 for a single FA Choice
Gains the Special Rule: Digestive Denial
Trygon –
Change selection to 1-2 for a single FA Choice
Gains the Special Rule: Digestive Denial
Brood Upgrade (Trygon Prime)
Heavy Support
Carnifexs –
Unchanged
Hive Guard –
Moved from Elite to Heavy Support and Gain Symbiotic Targeting
Biovores –
Unchanged
Exocrine –
Change selection to 1-3 for a single HS Choice
Tyrannofex –
Change selection to 1-3 for a single HS Choice
Gain Symbiotic Targeting
Toxicrene –
Change selection to 1-3 for a single HS Choice
Increase to 200 Points (+40)
Change type to “Monstrous Beast”
See above – (Change Poisoned for Fleshbane)
Fortifications
Sporocyst –
Change to Fortification, and change type to Gargantuan Creature.
Other
Tyrannocyte – reduce to 35 Points
Unchanged
A Google Docs one is here
drive.google.com/file/d/0B7vkTDKly3SiWmxrd1pHVk9uU0U/view?usp=sharing
Feel free to comment on the link above
As for the rules - Ill copy and paste them below if you cant be bothered with the link
==========================================================
New Army wide rules
Shadow in the Warp
All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within 12” of one or more models with the Shadow in the Warp special rule.
In addition, any psyker in range of Shadow of the Warp must take a Ld Test at the start of the Psychic Phase, failure means that the Psyker generates no Warp Charge this turn. They may use other Warp Charge to cast spells.
Living Vessel
The Hive mind is so strong within this creature that its will can be felt amongst the ungifted as well.
May only be taken by units with Shadow of the Warp.
All enemy units and models suffer a -3 penalty to their Leadership whilst they are within 12” of one or more models with the Living Vessel special rule. This is not cumulative with Shadow of the Warp
Instinctive Behaviour – Same as current except (Feed)
1-3 - Desperate Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the charge heedlessly forward, slaughtering themselves in a need to get into combat with the enemy.
In the movement phase they must move towards the enemy, in the most direct line possible. Treat open ground or Area Terrain as both Difficult and Dangerous.
In the Shooting phase, the unit may not shoot. They may run, but only if doing so would not stop them from Charging in the Assault Phase. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit, and fights at Initiative 1. If the unit cannot declare a charge, it does nothing in the Assault phase.
4-5 - Devour: Driven by their instincts, the Tyranids hurl themselves at the closest prey they can find, teeth and claws eager to bite into flesh.
In the movement phase they must move towards the enemy, in the most direct line possible. Terrain is treated normally.
In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase.
6 - Kill: The brood’s ravenous hunger sends them into a murderous frenzy.
This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule.
Sacrificial Swarm
A common Tyranid tactic is to overwhelm by numbers, caring nothing for the sacrifices made to achieve their goals. Gargoyles throwing themselves into Jet engines to bring down fighter planes, Hormagaunts throwing themselves into gun lines to protect the creatures behind them, or to simply clog the battlefield.
Creatures with the “Sacrificial Swarm” Rule gain the following abilities while in Synapse Range -
Sacrificial Cover - When a shot passes through a unit with Sacrificial Cover, to strike creatures / units behind it, as judged by los from the firer, the Unit may elect to give the unit behind a 3+ cover save. If it does so, it immediately takes 1d6 wounds, with no saves (cover or otherwise) possible.
Sacrificial Weapon - A unit with the Sacrificial Weapon rule that assaults a Vehicle may elect to sacrifice themselves in an attempt to take down the vehicle. This attack has no effect against Walkers who must be assaulted normally. Superheavy Vehicles are affected in the same way.
For every full 10 wounds in the unit, you gain D3 Str 8 Ap 2 automatic hits in close combat at the Initiative 1 step. Roll to Penetrate and Damage as normal. After the hits have been resolved, remove the unit completely, with no saves whatsoever.
A Unit may Elect to do this if they are rammed.
Gargoyles and Skyslashers have an additional rule -
Sacrificial Strike!
If during its movement while Zooming, an Enemy Flyer’s path crosses a unit of Gargoyles or Skyslashers of 10 or more models in Synapse Range, that unit may declare that they are performing a “Sacrificial Strike” against the Aircraft. This is resolved as a Vector Strike at Str 8. The Enemy Flyer may declare to Jink as normal before the number of Hits are resolved.
After the hits have been resolved, all Gargoyles or Skyslashers in the unit that performed Sacrificial Strike are removed as Casualties.
Strength through Numbers
If the unit is within synapse range and contains 5 Models or less, in your movement phase, you may combine the unit to another unit of the same type. The smallest Unit(s) counts as destroyed for VP purposes, and the combined unit may not split up later in the game. Any effects on the larger unit are added to the smaller one, eg Gone to Ground etc.
Brood Upgrade (X)
The Brood Upgrade rule allows the Brood (henceforth known as the Parent Brood) to purchase a single Upgrade Creature defined in within the Parenthesis to be a member of the brood. Tyrant Guard may be purchased in units of 1-3 when they are a Brood Upgrade
This creature is considered to be part of the Brood for all intents and purposes, changes its Unit Type to same Unit Type as the Parent Brood and gains the Character type if it does not already have it. Their Instinctive Behaviour is changed to that of the Parent Brood, but in all other ways they use the Rules as defined in their entry. Any Upgrades that are available to the original Upgrade Creature, are still available.
Digestive Denial (Change the Warlord Trait to this Special Rule)
It is not just the organic life that is attacked by an encroaching Tyranid Swarm, the very battlefield is nothing but minerals to be consumed by them. Their agents are blown forward by the wind, and tunnel underneath the Ground, destroying foundations, and crumbling stone.
After deployment, but before Scout redeployments and Infiltrate deployments, you may choose a piece of area terrain on the battlefield, for each Unit with this special rule. That Terrain is counted as being Dangerous Terrain to both armies for the whole of the Battle. Note that a piece of terrain can only be affected by this ability once.
Swarms!
Units of Rippers, Skyslashers, Tunnel Swarms and Spore Mines & Mucolids are not purchased in the normal way, and do not take up a Force Organisation Slot. Certain “Parent Brood” units can purchase a single Swarm unit..
Parent Broods that may buy Swarm Units:
Gargoyles, Tyranid Warriors with Wings – Skyslashers
Ravagers, Trygons & Mawlocs – Tunnelswarms
Exocrine, Biovore, Sporocyst – Spore Mines*, Mucolids*
Tyranid Warriors without wings, Hormagaunts, Termagaunts, Tervigons, Carnifex, Tyrannofex, Hauruspex, Toxicrene – Ripper Swarms
Swarm Special Rules
These Units, with the notable exception of Spore Mines and Mucolids, must stay within 6" of the Parent Broods that they are purchased with for the entire game. If, at any point a swarm unit is not within 6” of the Parent Brood, that unit is destroyed at the end of the current phase.
Swarms automatically gain the instinctive behaviour of the Parent Brood. A swarm is considered to be in Synapse if its Parent Brood is within Synapse, and likewise, even if the Swarm Unit is within 12” of a Synapse Unit, it is still considered to be out of Synapse if its Parent Brood is out of Synapse Range. (This is to stop deliberately chaining the Swarm to keep the Parent unit in Synapse)
Assault Phase – If either the Parent Brood or the Swarm Unit declare a charge, the Swarm unit, or the Parent Brood respectively must declare a charge at the same unit. Should the Parent Brood be charged, the Swarm unit MUST charge that same enemy in its next Assault phase. Should the Swarm unit be charged, the Parent Brood must charge at the next opportunity.
Should the Parent Brood be in reserve, the Swarm Unit is placed in reserve as well. If the unit Deep Strikes, then the swarm unit enters play at the same time as the main brood that it was purchased for. Place the Main Brood Unit first, and deep strike it as per the rules for Deep Striking. Then place the swarm units wholly within 6” of the Main Brood Unit, but not within 6” of the enemy or on Impassable terrain. Any Excess models are lost / destroyed. Swarms that arrived this way are considered to have deep struck.
Since they are so small, Swarms are not counted against a Tyrannocyte’s Transport Capacity nor a Trygon’s Escourted Brood Rule
All Swarm Units have the rule Sacrificial Swarm, in addition to their other rules.
In all other ways, the Unit acts as a normal Swarm unit of its type. It can take Casualties, and can be charged etc.
*Spore Mines and Mucolids that are bought in this way start in reserve and Deep Strike on the first Turn automatically. No Reserve roll is needed.
Unit Rule Changes
Trygon & Trygon Prime
Trygon Tunnel – Replace the rules
A Trygon Prime has the same rules and is treated in exactly the same way as a Trygon.
When you place a Trygon into reserve you may additionally place a single units into reserve as an Escorted Brood.
A Trygon’s Escorted Brood may not have wings, nor be jump infantry. Nor may they be Raveners, Mawlocs, or secondary Trygons be Escorted
A unit with an attached Independent Character or Brood Upgrades (X) count as one Escorted Brood.
Swarm Units belonging to the Trygon or the Escorted Brood are not counted.
Unit association is made at the beginning of the game, when reserves are decided.
If this is done, do not make a reserve roll for the Escorted Brood, instead they arrive at the same time as the Trygon or Trygon Prime they have been assigned to. Place the Trygon first, and deep strike it as per the rules for Trygons Deep Striking. Then place each of the Escorted Brood’s Units wholly within 6” of the Base of the Trygon, but not within 6” of the enemy or on Impassable terrain. Any Excess models are lost / destroyed.
Units arriving in this way, may not move further, but may Shoot, or Run in the shooting phase as normal. They may not assault. (They act as if they have arrived by deep strike)
If the Trygon or Trygon Prime Deep Strike Mishaps, then roll once on the table and apply the results to the Trygon or Trygon Prime and all the assigned Escorts.
After these additional Unit has arrived by Deep Strike, the tunnel is assumed to have collapsed, and has no further effect
Lictor
Add the following Special rules to Lictors and Deathleaper.
Precise Hunter - The Lictor is an Independent Character, and must always issue a challenge if possible. However, when the Lictor challenges, the Lictor’s owning player selects which Character it fights against in the first round of Combat, not his opponent. In subsequent rounds, Glorious Intervention can be attempted as normal.
Lone Hunter - May never join or be joined by any other unit or character. Broods with this rule must split up and deploy as individuals.
Hunter Assassin - Lone men are particularly vulnerable to Lictors. On a turn that a Lictor arrives by Deep Strike, it may forgo shooting to be able to charge. It may only use this ability to charge Infantry Independent Characters that are not currently joined to a unit.
OR
Apex Predator - The Lictor is the master of surprise attacks, and uses its Flesh hooks to a degree that other Tyranids are unable to. A Lictors Flesh hooks have the following Profile
Flesh Hooks - Range 6” Str 6*, AP 2, Assault 1, Precision Shots, Seize!
Seize! - Roll to wound Versus the Model’s Strength Characteristic. On a success the model does not lose a wound but is moved immediately into base to base contact with the Lictor. In the following Assault Phase they are considered to be in Combat, with neither side counting as charged. If the model is part of a unit, then it is removed from the Unit. The Original Unit may choose to ignore this (probably fallen) comrade and act normally. Should the Lictor die and the model survive, it must immediately use all movement possible to make its way back into Unit Coherency with its original unit. The Original unit does not count as being out of Unit Coherency during this time.
Toxicrene
Change Hypertoxic to read
Hypertoxic: Any hit inflicted by this model that has the Fleshbane special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of a 6.
Change Choking Cloud to read
Choking Cloud: Range 12" S3 AP- Assault 1, Ignores Cover, Large Blast, Fleshbane (2+), Predatory Sentience
Weapon Changes
Flamespurt – When Pyrovores combine together, their volatile nature is strengthened, Steel, Ceramite and armour melting from the intensity of the blast – When firing a unit of Pyrovores, they may fire the Flamespurt as normal, or combine the shots into a single Flamespurt Torrent: Template, Str 4+X, AP3, Torrent, Armourbane, Assault 1, where X is the number of Pyrovores in the unit.
Rupture Cannon – Range 36” Str D, AP2, Assault 1
Bio-Electric Pulse - Range 12” Str 5, AP5, Assault 6, Haywire
Bio-Electric Pulse with Containment Spines - Range 18” Str 5, AP5, Assault 12, Haywire
Biomorph Changes
Blinding Venom
Blinding Venom is an additional Close Combat Weapon: Str as User, AP 5.
Rolls of 6 to hit with Blinding Venom have the Blind Special Rule.
Wings
Wings gained my Monstrous Creatures make the creature a Flying Monstrous Creature
Wings gained by Infantry, make them Jump Infantry.
Wings are a close combat weapon, Str as user, AP 6
Wings may be taken by Hive Tyrants, Tyranid Primes and Tyranid Warriors
The following is the Updated Army List for Tyranids – Cost unchanged unless otherwise specified.
HQ
Hive Tyrant –
Brood Upgrade (Tyrant Guard)
Old One Eye –
Unchanged
Deathleaper –
Add Lone hunter, Precise Hunter & Eternal Warrior
Trygon Prime –
Gains the Special Rule: Digestive Denial
Tyranid Prime –
Loose Alpha Warrior, reduce points to 80.
Brood Upgrade (Tyrant Guard)
Lone Tyranid Primes may replace Scything Talons for a pair of wings (Jump Infantry) for 15 points.
Troops
Tyranid Warrior –
The Whole unit, including any Brood Upgrades may replace Scything Talons for a pair of wings (Jump Infantry) for 15 point per model. Brood Upgrade (Tyranid Prime)
Genestealer –
Gain Acute Senses, Scout and Stealth Special Rules
Termagant –
Gains Sacrificial Swarm, Strength Through Numbers. Brood Upgrade (Pyrovore), Brood Upgrade (Venomthrope) Special Rules
Hormagant –
Gains Sacrificial Swarm, Strength Through Numbers, Brood Upgrade (Pyrovore), Brood Upgrade (Venomthrope) Special Rules
Change Unit Type to Beast. Remove Fleet, Bounding Leap, and Move through Cover.
Elites
Tyrant Guard –
When chosen as a Brood Upgrade (Tyrant Guard) may be chosen as 1-3
Maleceptor –
Gains Living Vessel Special Rule
Zoanthropes –
Unchanged from the Shield of Baal
Venomthrope –
Unchanged
Lictor –
Change Unit Type to Beast.
Add Precision Strikes, Eternal Warrior, Precise Hunter and Lone hunter Special Rules.
Haruspex –
Change the Unit Type to “Monstrous Beast”
Gains the Special Rule: Digestive Denial
Pyrovore –
Volatile only affects non Tyranid Creatures with a Toughness Value. Gains new FLamestrike Torrent Attack
Fast Attack –
No Fast attack units may take the Tyrannocyte
Ravener & Red Terror –
Unchanged
Gargoyle –
Gains Sacrificial Swarm
Harpy –
Change selection to 1-3 for a single FA Choice
Hive Crone –
Change selection to 1-3 for a single FA Choice
Mawloc –
Change selection to 1-3 for a single FA Choice
Gains the Special Rule: Digestive Denial
Trygon –
Change selection to 1-2 for a single FA Choice
Gains the Special Rule: Digestive Denial
Brood Upgrade (Trygon Prime)
Heavy Support
Carnifexs –
Unchanged
Hive Guard –
Moved from Elite to Heavy Support and Gain Symbiotic Targeting
Biovores –
Unchanged
Exocrine –
Change selection to 1-3 for a single HS Choice
Tyrannofex –
Change selection to 1-3 for a single HS Choice
Gain Symbiotic Targeting
Toxicrene –
Change selection to 1-3 for a single HS Choice
Increase to 200 Points (+40)
Change type to “Monstrous Beast”
See above – (Change Poisoned for Fleshbane)
Fortifications
Sporocyst –
Change to Fortification, and change type to Gargantuan Creature.
Other
Tyrannocyte – reduce to 35 Points
Unchanged