TYRANIDS

From Eternum McEdition
Revision as of 17:02, 5 December 2024 by Talonsin (talk | contribs) (Created page with "''Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.'' thumb|The Hive Tyrants are the uppermost pinnacle being of the unending swarm of the Tyranids. * Tyranid Datasheets * Tyranid Wargea...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search

Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.

The Hive Tyrants are the uppermost pinnacle being of the unending swarm of the Tyranids.

Abilities

Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

This special rule is always followed, in brackets, by a type: either Lurk, Hunt or Feed, which corresponds to a table below. At the beginning of each of your turns, all Codex: Tyranids units with this special rule that are outside of the synapse range of any friendly Synapse Creatures (see below) must take a Leadership test unless they are: engaged in combat, falling back, have gone to ground or arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise.

Feed

D6 Result
1-3 Cannibalistic Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the Tyranids turn upon themselves.

The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP`-`. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead.

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 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.

Hunt

D6 Result
1-3 Burrow and Hide: Without the Hive Mind’s direction, the brood burrows to protect itself from enemy fire.

The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead.

4-5 Prowl: The Tyranids’ instincts take over and they advance in search of foes to hunt with their bio-weapons.

In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase.

6 Destroy: The brood catches the scent of fresh prey on the wind and they become hyper-actively agitated, bio-weapons spitting death until the prey is utterly destroyed.

This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule.

Lurk

D6 Result
1-3 Survive: The Tyranids’ survival instincts take over and they turn tail and flee the battlefield.

The unit is treated as having failed a Morale test and must immediately Fall Back.

4-5 Seek Cover: The brood immediately seeks out shelter to hide from the enemy, ignoring the foe until they are safely concealed from their eyes.

In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run or shoot. If the unit shoots, models in open ground cannot shoot (models that are in open ground but are in base contact with another type of terrain can shoot normally).

6 Stalk: The Tyranids blend seamlessly into the shadows, stalking their prey from safety until the right time to strike presents itself.

This follows all the rules for Seek Cover. In addition, the unit gains the Stealth special rule.

Synapse Creature

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

Models with the Synapse Creature special rule have a synapse range of 12". Friendly Codex: Tyranids models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups.

Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy psykers attempting to manifest psychic powers whilst they are within 12" of one or more models with the Shadow in the Warp special rule suffer the effect. When an enemy unit attempts to perform a Psychic Test, the controlling player with this rule can select one of the dice used for the Psychic Test and re-roll it.

<Hive Fleet>

All Tyranids belong to a hive fleet. When you include a Tyranids unit in your army, you must nominate which hive fleet that unit is from. There are many different hive fleets to choose from; you can use any of the hive fleets described in this book, or make up your own if you prefer. You then simply replace the <HIVE FLEET> keyword in every instance on that unit’s datasheet, and in any psychic powers they know, with the name of your chosen hive fleet.

Warlord Traits

If a <HIVE FLEET> CHARACTER model is your WARLORD, you can use the Hive Fleet Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for a HIVE TENDRIL CHARACTER model, replace all instances of the <HIVE FLEET> keyword in their Warlord Trait, if any, with the name of the hive fleet that your model is from.

D6 WARLORD TRAIT
1 ALIEN CUNNING

This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.

  • This WARLORD counts as 5 models when determining control of an objective marker.
  • This WARLORD can start to perform an action, even if it Advanced or Fell Back this turn.
2 HEIGHTENED SENSES

Whether through rows of bristling antennae or clusters of glistening compound eyes, this warlord can sense the location of its prey with unerring accuracy.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it's Initiative characteristic is set to 8.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.
3 SYNAPTIC LINCHPIN

With a cerebral cortex that pulsates with the irresistible power of the Hive Mind, this warlord acts as a blazing synaptic beacon to the lesser creatures of the swarm.

  • Add 6" to the range of this WARLORD’s aura abilities and Synapse ability.
  • Each time this WARLORD uses an ability in your Command phase that specifies a range, until the end of the phase, add 6" to the range of that ability.
4 DIRECT GUIDANCE

Projecting a portion of its consciousness directly into the crude ganglia of its lesser warrior organisms allows this warlord to guide their strikes.

In your Command phase, select one friendly <HIVE FLEET> unit within Synapse range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

5 SYNAPTIC TENDRILS

This organism is a thrumming node of synaptic energies, a blazing beacon of the Hive Mind’s influence, able to reach out and augment the abilities of its swarm at will.

Each time the WARLORD slays an enemy unit or Character, choose a friendly <HIVE FLEET> unit within Synapse range. At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.

6 ADAPTIVE BIOLOGY

The same weapon rarely works against this warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.

This WARLORD gains the [Feels No Pain] keyword.