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Hierophant Bio-titan

NAME M WS BS S T W A Ld Sv
Hierophant Bio-titan * * 3+ 10 8 50 * 10 2+
A Hierophant Bio-titan is a single model armed with two dire bio-cannon, lashwhip pods, bio-plasma torrent and gargantuan scything talons.
DAMAGE
Some of this model’s characteristics change as it suffers damage, as shown below:
REMAINING W
M
WS
A
35-50+
12"
3+
6
20-34
9"
3+
5
5-19
6"
4+
4
1-4
3"
5+
3
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Dire bio-cannon
48"
Macro 6
10
-2
2D6
-
0
Bio-plasma torrent
8"
Pistol 2D6
5
-2
1
This weapon hits its target automatically.
0
Lashwhip pods
Melee
Melee
User
-1
2
Make 3 hit rolls for each attack made with this weapon.
60
Gargantuan scything talons
Melee
Melee
x2
-5
2D6
-
WARGEAR OPTIONS
 • A Hierophant Bio-titan may choose one of the following two abilities:
  - Incendiary Ichor
  - Swarm Incubation Chamber
ABILITIES
Bio-titan Warp Field: This model has a 5+ invulnerable save.

Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds.

Frenzied Metabolism: When using the Hierophant’s dire bio-cannon, you can harness its frenzied metabolism. If you do so, the Hierophant Bio-titan suffers D3 mortal wounds, but doubles the Strength of its dire bio-cannon.

Incendiary Ichor: Whenever an enemy unit inflicts one or more wounds on this model in the Fight phase, roll a dice at the end of the Fight phase. On a 4+, that unit immediately suffers a mortal wound.

Swarm Incubation Chamber: A Hierophant Bio-titan with this ability gains the TRANSPORT keyword, and can transport a unit of up to 20 <HIVE FLEET> GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 6 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME or BROODLORD.

Titanic Monster: A Hierophant Bio-titan can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Hierophant Bio-titan Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" from all enemy units. A Hierophant Bio-titan can shoot if there are enemy models within 1" of it, as long as all of the enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. Finally, the Hierophant Bio-titan only gains a bonus to its save in cover if at least half of the model is obscured from the bearer.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
MONSTER, TITANIC, HIEROPHANT BIO-TITAN
Does not include wargear
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The <HIVE FLEET> and GENESTEALER keywords are used in following Tyranids datasheets:

HQ
Troops

The <HIVE FLEET> and TERMAGANTS keywords are used in following Tyranids datasheets:

Troops

The <HIVE FLEET> and HORMAGAUNTS keywords are used in following Tyranids datasheets:

Troops

The HIVE GUARD keyword is used in following Tyranids datasheets:

Elites

The TYRANT GUARD keyword is used in following Tyranids datasheets:

Elites

The TYRANID WARRIORS keyword is used in following Tyranids datasheets:

Troops

The TYRANID PRIME keyword is used in following Tyranids datasheets:

HQ

The BROODLORD keyword is used in following Tyranids datasheets:

HQ
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

This datasheet has Lords of War Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

The TITANIC keyword is used in following Tyranids datasheets:

Lords of War

The TYRANIDS keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2019