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8/14/2019 GAUNTS *Picture *Blah *Blah *Fluffy Stuff *Blah . . .
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GAUNTS
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WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
Hive Status
Independent Behavior
Special Rules
Cannon Fodder: While Gaunts are theonly Troop choice available to Tyranid
armies, Gaunts never count as scoring
units. The purpose of these creatures is
to advance at the head of the Tyranid
army in waves, forcing the enemy toexpend their ammunition needlessly or
be crushed by sheer numbers.
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TROOPS
GAUNT BROOD
WS BS S T W I A Ld Sv
Gaunt 3 3 3 3 1 4 1 5 6+
Brood:
8-32 Gaunts
Unit Type:
Infantry
Hive Status:
Instinctive
Behavior
Special Rules: Cannon Fodder
Example: Termagaunt
fleshborer
Example:Hormagaunt
scything talons, leaping
Example: Gargoyle
fleshborer, winged, thorax
bio-plasma, metasynapticnode
Bio-weapons:
All Gaunts in the brood must take the sameweapon from the following choice of weapon
symbiotes:
- Devourer
- Fleshborer
- Spinefists
- Scything Talons
Biomorphs: May take one of the following carapace
biomorphs:
- Extended Carapace
- Winged
May additionally take any of the following
biomorphs:
- Adrenal glands (X points/Y points)
- Chameleonic Carapace
- Flesh Hooks
-
Metasynaptic Node- Leaping
- Scuttlers
- Thorax Bio-plasma
- Without Number
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TYRANID WARRIOR BROOD
Hive Status
Synapse Creature
Special RulesLeader-beasts: Tyranid Warriors may be taken as both HQ and Elite choices. In
addition, a Tyranid armys scoring units are its Tyranid Warrior broods, regardless of
what slot they take up in the force organization chart, instead of its Troops, unless statedotherwise.
THE HIVE MIND
Each Tyranid brood is organized into a Hive Status. There are four Hive Statuses, and
the following special rules always affect all Tyranid broods according to their Hive
Status:
Instinctive Behavior
At the beginning of the movement phase, all broods with the Instinctive Behavior Hive
Status must take a Moral test.
Each brood that passes its Moral test gains the universal special rule Rage for the rest ofthat turn.
Each brood that fails must immediately go to ground.
Any brood with the Instinctive Behavior Hive Status will always fall back towards the
nearest Synapse creature. If there are no such creatures on the board they will fall backtowards the nearest table edge.
Creatures with the Instinctive Behavior Hive Status that are also Fearless simplyautomatically pass the Moral test that they are required to take each turn, meaning that
they will always be under the effect of the universal special rule Rage.
Synapse Creature
Broods with a model with the Synapse Creature Hive Status always have the Synapse
Creature psychic power. Each Synapse Creature has what is referred to as synapserange, which is designated in the creatures profile. Synapse range will affect any brood
that has at least one model within range. A Synapse Creature always counts as being
within synapse range.
Any brood within synapse range is not subject to the rules for Instinctive Behavior. The
brood may choose to pass or fail any Moral check they are called upon to make so long as
it is still within synapse range.
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Any brood within synapse range does not provide cover to enemy units if another brood
within synapse range is shooting through them.
If a brood within synapse range is locked in close combat then all models in the brood
will strike back in close combat even if they are killed before their turn to attack inInitiative order that turn. The dead models are removed once they have made their
attacks.
OTHER TYRANID SPECIAL RULES
All Tyranids have the universal special rules Fleet, Move Through Cover and Acute
Senses
BIOMORPH ENHANCEMENTS
Biomorph enhancements are bioengineered enhancements that are grown into Tyranidcreatures. They enhance the creatures in combat without inhibiting their ability to carry
or use other weapon-symbiotes. The same weapon symbiote cannot be taken more thanonce on any Tyranid creature unless stated otherwise under that creatures profile.
All Tyranid creatures in a brood must take the same biomorphs from the choices
available to them:
Adrenal glands.Adrenal glands are utilized by many Tyranid organisms throughout the
Hive Fleets. The glands are themselves symbiotic organisms that are linked through
enhanced synaptic networks to the Hive Mind itself. In preparation for combat, the
Hive Mind instantly analyzes the enemy that it will be facing and determine how bestto combat the foe. The adrenal glands release a chemical soup of endorphins and
enzymes into the host creatures, improving the combat abilities of each of the Hive
Mind minions as it deems best.
At the start of the game, each brood in which every model has been equipped with
adrenal glands (for X points) gains one of the following benefits of the players choice:
+1 Strength
+1 Weapon Skill
+1 Initiative
+1 Ballistic Skill
+1 Attack
The enhancements from adrenal glands are not modifiers; rather they replace the basic
stat line in the creatures profile. If the game lasts longer than six turns, then the benefitsof adrenal glands are lost for the rest of the game, and the creatures stat line returns to
normal. For adrenal glands, there are typically two costs listed (X points/Y points), and
paying the second cost allows two benefits to be chosen (for Y points). The same benefitmay not be chosen twice.
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Without Number.
Any brood without number that is removed from play may be brought back into play at
the beginning of the next Tyranid turn. It moves onto the board from the Tyranidplayers board edge and has exactly the same profile and armaments as its predecessor. If
applicable, Kill Points are scored as usual for the brood and its replacements as if they
were entirely separate broods.
If a brood without number has the Scuttlers biomorph, then it may move onto the board
by Outflanking, rather than from the Tyranid players board edge as normal.