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    CodexTyrani

    The Complete Guide ToThe Tyranid Menace

    In The Forty First Millennium

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    Tyranid Army List02/26/07

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    Armies of the 41 st Millennium

    Tyranid Rules

    Weapon ImmunitiesTyranids are curious genetic monstrosities which are completely unlike other humanoid life forms. As aresult, their physiology is naturally resistant to many types of weapons and effects. Unless a weapon or effect is specifically mentioned here, it effects all Tyranids normally.

    FlamersTyranids caught on fire may ignore the flames and fight as normal. Note that they still take damage asnormal from the flames.

    Needle Weapons, Shuriken Screamer AmmoTyranids are completely immune to these weapons.

    Heavy Bolter Hellfire ShellsTyranids are vulnerable to this weapon and take damage as normal from it.

    GrenadesTyranids are immune to Choke, Hallucinogen, care, To!in, and "irus grenades.

    Conversion Field/ hoton Flash FlareTyranids count as Unprotected Troops against these devices# Tyranids recover from being blinded on a $%instead of the normal &%.

    Smasha GunTyranid 'arriors, (oanthropes, and )ictors count as Terminator*si+ed targets. Hive Tyrants and Carnife!escount as readnought*si+ed targets.

    ulsa !okkit, Shokk Attack GunAll Tyranids are counted as -foot troops against these weapons.

    S"ui# CatapultTyranids not specifically mentioned count as -Tyranids and have a /% save against 0u++er s1uigs.

    Tyranid ehicles!2sychic attacks on Tyranid "ehicles3 0olt of Change, Hammer of 4ury, 5ldritch trom, and Assail effectTyranid vehicles 65!ocrine, 7alefactor, Haruspe!, actylis, and Tyrgon8 as vehicles. "orte!, Aura of ecay, Ac1uiescence, 2ink 4ire of T+eench, 5!ecutioner, 9op is and a 9runch work as normal. The)eadership test*based powers such as omination, mite, courging, 0eam of laanesh, 2avane of laanesh and torm of 'rath, will apply to any Tyranid vehicle that is outside the range of a Hive Node6Tyranid 'arrior, and Hive Tyrant8. The Necron 2syker power Control "ehicle will not function on Tyranidvehicles.

    Nesting3 Unless otherwise stated, when a Tyranid vehicle:s link with the Hive 7ind is severed, it will Nest.The model does not move, and is considered to be in ;verwatch# it will fire its weapons at the nearestenemy unit at the start of the ne!t 7ovement 2hase.

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    Mission Cardsue to the unusual nature of Tyranids, only the 5ngage and estroy, The Assassins, 'itch Hunt, Hold the)ine, and Take and Hold 7ission Cards may be taken against them. All others either do not apply or aresimply disallowed. Tyranids take their 7ission Card at random from the following list3

    $ 0unker Assault% 5ngage and estroy& awn =aid' Terrori+e( Tyranid Attack ) Trap

    *yranid AttackAnnihilate enemy: Win gameThis game will last for si! turns 6or until the enemy player has lost8. 5ach time a Tyranid model is slain,

    place it to one side. Creatures from the for each brood or individual that can re*enter play at the start of the Tyranid turn. ;n a ?, youmust wait until ne!t turn to try again. ;therwise, you may deploy them on your table edge.

    *rapEach enemy unit trapped at the end of the game: +1 Victory Point-Trapped models have at least one Tyranid model between them and the nearest table edge at the end of the game. 0efore the Tyranid forces are deployed, roll a > for each brood and individual model. ;n a rollof ?*$, the model or brood must be deployed in the deployment +one# on a /*>, the model6s8 may bedeployed within > of either the left or right hand edges of the table if desired.

    All Tyranid forces may be set up Hidden even if they are not in or behind cover, although no additionalhidden counters are gained from this special deployment. Any Tyranids with a ranged attack may alsodeploy on ;verwatch .

    *errori+eEach rea!" #ear" or $error te%t failed &y the oppo%ing force% +1 Victory PointEach 'haracter !illed or &ro!en +1 Victory Point

    "trate#y CardsAs a Tyranid player, you do not draw trategy Cards as normal.

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    readnou#ht/Walker vent *a-le=oll > for each of your opponent:s readnoughts or 'alker units3

    ) Corrosive amage. at the start of each of your turns# on a >,randomly select a model from the s1uad:s original numbers. eachtime the vehicle moves3 on a /%, the kulker attacks a random crew member inhand*to*hand combat.

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    "i%e Classed'hen fighting the Tyranids, enemy models may ignore smaller targets for larger ones. 2rovided that themodels to be ignored are not within > of the attacker, the following classes of Tyranids may be ranked bysi+eGpriority. 6Note that all normal modifiers for ); and arcs of fire still apply83

    Small *ar#ets2=ipper warms, pore 7ines

    3an Si+ed2argoyles, enestealers, Hormagants, =aveners, Termagants

    3onstrous Si+ed2Hive Tyrants, Carnife!es, )ictors, ;ld ;ne 5ye, the =ed Terror, Tyranid 'arriors, Tyrant uard, and(oanthopes

    3onstrous Creatures2The models listed above as 7onstrous creatures use the following rules. They may hide behind any cover that a Iman si+ed: model can employ. They may move out of Hand To Hand combat in the movement

    phase, without incurring any parting shots from the enemy# however, if they do so, they may not run or hide, but they may shoot or Charge a new unit in HtH.

    &and to &and 'ulesTyranid models which engage in HtH may ignore the rules for unit coherency once they do so. However,once the Hand to Hand engagement is over, the model must return to its unit.

    Tyranid models Hand to Hand attacks cannot be 2arried.

    (nit CoherencyTyranid models not in HtH combat must obey all of the standard rules for unit coherency.

    Units which are not immune to psychology and have models outside of unit coherency at the end of thegame treat these models as casualties for the purposes of awarding victory points# if the unit is entirely out

    of coherency, it is considered to be 0rokenGdestroyed.

    0roods which are immune to psychology and are outside of unit coherency at the end of the game areconsidered to be at &@J casualties for the purposes of awarding victory points, even if the entire unit is outof coherency.

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    Tyranid Characters

    Indi)iduals > & M & ?@

    Armed with claws, aws, and a bad attitude.

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    against each attack that hits the creature. & $ * >% $%& ?

    /M > > *$ ? % >%> ?Q$ >@ L ?@ */ ? % ?@% >%L

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    Tyranid Squads

    *roods 25%+ Note that 0roods are basically the same thing as 1uads, and are worth the same victory points.

    Gar#oyle Brood

    2, point% per .argoyle )6 12 **roop *ype 3 WS BS S * W 1 A 4d

    argoyle @ $ $ $ $ ? $ ? &5ach argoyle may fire a 4lamespurt.

    argoyles may fly up to @ in their movement phase, ignoring all terrain, and may choose to 4ly High.

    Note that when charging, argoyles do not receive the / Charge bonus for movement.

    Genestealer Brood7 point% per .ene%tealer ) 12 *

    *roop *ype 3 WS BS S * W 1 A 4denestealer > L @ > / ? L / ?@

    Armed with claws only, their Chitinous armor provides them with a &% armor save.

    enestealers are immune to psychology.

    enestealers cause 4ear.

    Horma#aunt Brood1 point% per ormagaunt )6 2 *

    *roop *ype 3 WS BS S * W 1 A 4dHormagaunt > / @ / $ ? / &

    5ach Hormagaunt is armed with claws.

    'hen Hormagaunts run or charge, they can make a > leap in addition to their normal movePa total

    distance of up to ?M . The leap can be up to $ in height and allows the Hormagaunt to ignoremovement penalties for terrain it:s leaping into or from.

    Note that a Hormagaunt charging into hand*to*hand combat must still engage the closest unengagedenemy model.

    !avener Brood- point% per a3ener )1 6 *

    *roop *ype 3 WS BS S * W 1 A 4d=avener ) ) ' ( ( % ( & $6

    5ach =avener model causes 4ear.Options

    5ach =avener must add two the following weapons3 harpened Claws 6%& pts8, eathspitter 6%?$ pts8,

    evourer 6%K pts8, or a pinefist 6%> pts8.*erma#ant Brood

    1 point% per $ermagant )6 2 **roop *ype 3 WS BS S * W 1 A 4d

    Termagant > / $ $ $ ? / ? &5ach Termagant comes armed with a 4leshborer, and has no armor.

    OptionsAny number of Termagants may replace their 4leshborer with either a pike =ifle 6%? point per model8or a trangleweb 6%> points per model8.

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    *yranid Warrior Brood60 point% per $yranid Warrior ), 6 *

    *roop *ype 3 WS BS S * W 1 A 4dTyranid 'arrior > > / & & & $ ?@

    Armed with 0oneswords, their Chitinous armor provides them with a &% armor save.

    Any Tyranids within ? of a Tyranid 'arrior automatically pass any )d tests.

    Tyranid 'arriors are immune to psychology and will pass any 0reak tests.

    Tyranid 'arriors all cause 4ear.Options

    5ach Tyranid 'arrior may have up to ? 0iomorph# this choice must be the same for all of the modelsin the brood. Any number of models may replace both 0oneswords with one of the following weapons3eathspitter 6%?$ points per model8, evourer 6%K points per model8, )ash 'hip R 0onesword 6%M

    points per model8, pinefist R 0onesword 6%> points per model8. Up to ? 'arrior in the brood mayreplace its 0oneswords with one of these weapons3 0arbed trangler 6% / points8 or a "enom Cannon6%$$ points8.

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    Tyranid Support

    "upport pore 7ines 6see below8 and may fire one each shooting phase with a range of up to ?@@ . 'hen shooting, you may pick any target on the battlefield within themodel:s K@ arc of fire# ); is not re1uired. inches away from the nominated target point in arandom direction indicated by the arrow on the catter ie. An arrow result means the mine drifts $ >inches in the arrow:s direction.

    Carnife72 7 point%

    *roop *ype 3 WS BS S * W 1 A 4dCarnife! > > / L M ?@ > / ?@

    Armed with claws and a bio*plasma attack# note that this does not count as a 0iomorph.

    .

    Carnife!es cause Terror.

    Note that with a trength of L, the close combat hits of a Carnife! incur a save modifier. Though itnormally has / Attacks, each with a trength of L, it may choose to roll only one Attack ie with anyhits resolved at trength ?@ causing $ 'ounds each in a special Crush Attack.

    OptionsA Carnife! may have up to 0iomorphs. A Carnife! may replace its 0io*2lasma attack for either a0arbed trangler 6reducing the cost of the model by L points8 or a "enom Cannon 6at no cost8.

    !ipper S8arm- point% per &a%e )0 1 *

    *roop *ype 3 WS BS S * W 1 A 4d=ipper 0ase / $ @ / $ & ? & ?@

    Consists of any number of =ipper bases# armed with aws, and no armor.

    ;nly one swarm of =ipper bases is allowed in a Tyranid army.

    =ipper swarms are immune to all psychology and 0reak tests.

    5nemy models in hand*to*hand combat with =ipper bases do not count the normal bonuses for multiple combatants.

    Any organic terrain that a =ipper base moves over should be removed from the tabletop.

    =ipper bases ignore all modifiers for movement and can slither up vertical surfaces at their normalmovement rate.

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    Spore 3ines10 point% per 4ine

    *roop *ype 3 WS BS S * W 1 A 4dpore 7ine > @ @ ? / ? ? @ ?@

    pore mines move > in a random direction each of your movement phases.

    on a /%6including all applicable vehicle locations8. pore 7ines that are attacked will automatically rupture,as detailed above.

    pore minds are not intelligent in any way, and so are unaffected by psychology.

    Note that the cost of the spore mines is added to that of the 0iovore that fired them for the purposes of determining "ictory 2oints, but that these points are only awarded if the 0iovore itself is destroyed.

    The statistics of the pore mine are as follows3

    Spore 3ine 9Weapon Statistics:!an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@*?@ ?@*?@@ * * & $ * $% >%?@ ee 0elow

    Tyranid creatures hit by an e!ploding spore mine suffer an & hit causing ? damage with no savemodifier.

    ;nce a vehicle location is penetrated, place a marker by that model, to indicate that it is suffering fromIspore rot:. At the end of each subse1uent hooting 2hase, roll two ># the first indicates the locationthat will be effected this turn, the second die indicates the result of the Irot#: no further armor

    penetration roll is re1uired.

    This will continue until the dice roll come up doubles.

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    Tyranid Vehicles

    "tandard *ioformsactylis

    200 point%

    Cre8 *ype 3 WS BS S * W 1 A 4dactylis * * / * * * / * ?@

    'am +um,er of "peed 3ovementStr m# Save Cre8 assen#ers Slo8 Com-at Fast *ypeM ? *& None None & ?@ ?& ;*racked@ field of fire around the organism. , and secondary effects only occur on a>.

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    7ocrine16- point%

    Cre8 *ype 3 WS BS S * W 1 A 4d5!ocrine * * / * * * / * ?@

    'am +um,er of "peed 3ovementStr m# Save Cre8 assen#ers Slo8 Com-at Fast *ypeM ? *& None None & ?@ ?& ;*racked@

    field of fire around the organism. , and secondary effects only occur on a >.

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    Haruspe72-0 point%

    Cre8 *ype 3 WS BS S * W 1 A 4dHaruspe! * * / * * * / * ?@

    'am +um,er of "peed 3ovementStr m# Save Cre8 assen#ers Slo8 Com-at Fast *ypeM ? *& None None & ?@ ?& ;*racked *he modeldoes not fire its 8eapons, -ut char#es at the nearest enemy unit in a sava#e attempt to destroy it>

    Char#in#2 Haruspe7 use a special char#e rule, 8hich allo8 it to ?scoop up= enemy units 9up to a'6mm -ase: and collect them in it=s mandi-les as it char#es to the center of the unit> All models sostruck are not harmed, -ut are attacked in the HtH hase 9if the Haruspe7 cannot stop in time, treatthis as a rammin# attack instead@ all normal rules then apply:> 3odels attackin# the Haruspe7 do not#et the multiple attacker -onus, no matter their location> *he Haruspe7 may char#e more than $vehicle in HtH com-at, -ut must divide its Attack dice up amon#st each model to do so>

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    3alefactor 100 point%

    Cre8 *ype 3 WS BS S * W 1 A 4d7alefactor * * / * * * / * ?@

    'am +um,er of "peed 3ovementStr m# Save Cre8 assen#ers Slo8 Com-at Fast *ypeM ? *& None See Belo8 M ?/ @ ;*racked@ field of fire around the organism. , and secondary effects only occur on a >. Theyare designed to carry up to ? wounds worth of Tyranid bioforms. 7alefactors may not take0iomorphs or vehicle modifications. They are immune to 2sychology, and cause 4ear.

    &t& "tatsWS A

    & $

    ) Foot ama#e *a-le

    $ The foot is damaged but keeps sliming. The 7alefactor may only move at slow speedfor the rest of the game.%.( The foot is maimed, forcing the 7alefactor to come to a permanent halt.

    )The foot is blown all over the landscape, and a massive muscle contraction forces the7alefactor to flip into the airB The smoking remains come to rest a > away in arandom direction. Any model hit takes > *L hits with a * save.

    ) Body ama#e *a-le

    $ The hit disrupts the 7alefactor: central nervous system, severing the link with the Hive7ind and sending it into a =ampage for the ne!t Tyranid turn 6only8.

    %.'

    The shot penetrates into the 0rood Chamber, killing any models inside on a roll of /%6with no armor saves allowed8. The hit also disrupts the 7alefactor:s central nervoussystem, severing the link with the Hive 7ind and sending it into a =ampage for the restof the game.

    ( The 7alefactor:s stomach erupts, killing the bioform and all models on board.

    )A piece of hrapnel triggers the 4rag pine cells, killing all models inside anddestroying the 7alefactor. All models within $ of the 7alefactor are also struck by theensuing cloud, suffering damage as if they were hit by a Heavy 4lamer.

    ) Arms ama#e *a-le$ The nerve bundles lining the arm are damaged. Arms @ @

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    !ampa#es2 When the 3alefactor=s link 8ith the Hive 3ind is severed, it 8ill !ampa#e> *he modeldoes not fire its 8eapons, -ut char#es at the nearest enemy unit in a sava#e attempt to destroy it>

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    Colospe7100 point%

    Cre8 *ype 3 WS BS S * W 1 A 4d7alefactor * * * * * * / * ?@

    'am +um,er of "peed 3ovementStr m# Save Cre8 assen#ers Slo8 Com-at Fast *ypeM ? *& None $ ?8ounds= > ? ?M Cra8ler

    The Colospe! is a large, worm like bioform which uses an acid*mucus to move through the earth,carrying other Tyranid bio*forms in a special Istomach: within it. The speed of the crawler isdetermined by the number of bio*forms within# for every si! wounds worth of models, reduce it:sspeed band by one. , and secondary effects only occur on a >. They are designed to carryup to ? wounds worth of Tyranid bioforms. 7alefactors may not take 0iomorphs or vehiclemodifications. They are immune to 2sychology, and cause 4ear.

    &t& "tatsWS A

    &

    ) Foot ama#e *a-le

    $ The foot is damaged but keeps sliming. The Colospe! may only move at slow speed for the rest of the game.

    %.( The foot is maimed, forcing the Colospe! to come to the surface immediately.

    )

    The foot is torn off the monster, and a final massive muscle contraction forces the

    Colospe! to the surface before it diesB Any model hit takes > *L hits with a * saveand survivors are tossed a > away in a random direction.

    ) Body ama#e *a-le

    $ The hit disrupts the Colospe!: central nervous system, severing the link with the Hive7ind and sending it into a =ampage for the ne!t Tyranid turn 6only8.

    %.'

    The shot penetrates into the 0rood Chamber, killing any models inside on a roll of /%6with no armor saves allowed8. The hit also disrupts the Colospe!:s central nervoussystem, severing the link with the Hive 7ind and sending it into a =ampage for the restof the game.

    ( The Colospe!:s stomach erupts, killing the bioform and all models on board.

    )A piece of shrapnel pieces the Colospe!:s acidGmucus cells, killing all models insideand destroying the Colospe!. All models within $ of the point where the Colospe! dies

    are also struck by the ensuing cloud, suffering as if they were hit by a to!in grenade.

    ) Sphincter ama#e *a-le$ The nerve bundles lining the sphincter are damaged. phincter ?> As 0ody

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    !ampa#es2 When the Colospe7=s link 8ith the Hive 3ind is severed, it 8ill !ampa#e> *he modelsurfaces and char#es at the nearest enemy unit in a sava#e attempt to destroy it>

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    Tyranid Special Characters(ni-ue *ioforms

    ld ne ye,11 point% )0 1 *

    *roop *ype 3 WS BS S * W 1 A 4dUni1ue Tyranid ) ) & $6 ) ' $6

    Armed with claws only. . ;ld ;ne 5ye causesTerror, and possesses the =egeneration 0iomorph. Note that with a trength of L, its close combat hitsincur a save modifier. =ather than roll / attack ice, it may choose to roll only one Attack ie withany hits resolved at trength ?@ causing $ 'ounds each in a special Crush Attack.

    !ed *error 2 point% )0 1 *

    *roop *ype 3 WS BS S * W 1 A 4dUni1ue Tyranid D ) 6 ( ( & & ( $6

    Armed with claws, aws, and a bad attitude.

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    Tyranid Biolo ical !odi"ications

    *iomorphsome models may take 0iomorphs, special Tyranid bio*alterations which have a combat effect. 'hereapplicable, the ability to take these alterations and the number which may be taken are noted in the model:sdescription. 7odels may not take the same 0iomorph more than once, and if a 0iomorph is chosen for a

    unit of Tyranids, then all of the models in the unit must take the same mutation. Unlike wargear, the same0iomorphs may be taken more than once by different units.

    Acid Blood+- point% per model

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    ptic 3em-ranes+1 point per modelThe creature gets a % saving throw on > against being blinded by a 2hoton 4lash 4lare, Conversion fieldor similar effect.

    !e#enerate+10 point% per model per Wound the model ha%, the 'ound is removed.

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    evourer !an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@*> >*?M * * / $ * >%/% $ ustained 4ire * 2

    Causes 4ear.

    Flamespurt!an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special Flamer Template $ ? * >%$

    Use standard template weapon rules. Hit models not slain are driven back by the flames and must move tothe nearest edge of the template.

    Flesh-orer !an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@*M M*?> %? * / ? * >%/

    Spike !ifle!an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@*? ? *$ * * $ ? *? >%$

    &ea)y WeaponsBar-ed Stran#ler

    !an#e *o Hit Save Armor Short 4on# Short 4on# Str m# 3od en Special@*?M ?M*$> * *? / pecial *? >%/

    7ove or fire for foot troops.

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    "upport Weapons Acid Eet

    !an#e *o Hit Save Armor Short 4on# Short 4on# Str m# 3od en Special@*? ? * / * * M M *& >% M%M $ plash

    plash amage & $ * >% $%& Hits on a /%

    Bile od!an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@* @ @*L * * M > */ $ >%M 0last 7arker

    Any model within ? of the 0ile 2od template will also be hit on a /%.

    Bio.Cannon!an#e *o Hit Save Armor

    Short 4on# Short 4on# Str m# 3od en Special@* @ @*L * * M $ > *> / >%M ee 0elow

    %/ 0last 7arker

    Haruspe7 Cla8s/3andi-lesSave Armor

    Str m# 3od en SpecialM $ *& >% $%M Close combat, 2arries

    Spore Cysts

    !an#e *o Hit Save Armor Short 4on# Short 4on# Str m# 3od en Special

    @*M * * * / ? *? >%/ ee 0elowAutomatically fires in the shooting phase at all enemy models within M and smaller than a readnaught.

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    Tyranid sychic o&ers

    Tyranid $o/ers=emember that additional dice must be rolled for every psyker beyond two on the board, and that all(oanthopes are considered to be psykers, in addition to any psychically active Hive Tyrants.

    Catalyst#orce ," ange 1 9Target a single brood within range of the user. The brood becomes 4ren+ied as long as Catalyst is in

    play3 4ren+ied troops automatically charge the nearest enemy unit during the Compulsory 7ovement2hase and fight with double their Attack ice in HtH 6note that this is their A ! , and does not include

    bonuses for Close Combat weapons8. 4ren+ied troops may not parry, and must always use their follow*up move to get closer to or engage the enemy. 'hile under the Catalyst, the 0rood is unaffected

    by other 2sychology. . =emains untilnullified or the brood is destroyed.

    Hypnotic Ga+e#orce 1" ange 1 9Use on a brood of Tyranid 'arriors, enestealers or enestealer Hybrids within ?M of the user. =oll a

    )eadership Test for every enemy model which is within > with ); to one of the brood. Any modelsthat fail are paraly+ed and can:t perform any actions as long as this power remains in play# place them ontheir side to indicate the model:s status. 2sykers who fail their saves may only use their powers# they can

    perform no other actions. 2araly+ed models are hit automatically in Hand to Hand combat. Any affectedmodels that end up more than > away from the brood recover automatically at the start of the ne!t turn.

    sychic Scream#orce 2" ange ,695very enemy psyker within $> of the user 6Hive Tyrant, enestealer 2atriarch, or 7agus8 must roll># if the score is greater than the roller:s Toughness but under his )eadership, he is stunned by the

    scream and incapable of using any 'arp Cards or taking any actions until the start of the ne!t psychic phase. tunned psykers fight in Hand to Hand combat with a ' of ?. radius for each 4orce card used to power it. All s1uads and character models within the effect range must take animmediate 0reak Test. The Horror has no effect on non*living models, aemons, or vehicles 6includingreadnoughts8.