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TyranidsNeurothrope
4

Neurothrope

NAME M WS BS S T W A Ld Sv
Neurothrope 5" 4+ 3+ 4 4 5 1 9 5+
A Neurothrope is a single model armed with claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Claws and teeth
Melee
Melee
User
0
1
-
ABILITIES
Shadow in the Warp, Synapse

Spirit Leech: Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".

Warp Field: This model has a 3+ invulnerable save.

Warp Siphon: You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.
PSYKER
A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Neurothrope knows the Smite psychic power and one psychic power from the Hive Mind discipline.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
CHARACTER, FLY, INFANTRY, ZOANTHROPE, PSYKER, SYNAPSE, NEUROTHROPE

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

Does not include wargear

Claws and teeth used in following datasheets:

HQ
Troops
Elites
Fast Attack
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.
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 must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

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.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

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

HQ
Elites
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.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.

The TYRANIDS keyword is used in following Tyranids datasheets:

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

The CHARACTER keyword is used in following Tyranids datasheets:

HQ
Elites
Heavy Support

The FLY keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Flyers
• Harpy
Lords of War

The INFANTRY keyword is used in following Tyranids datasheets:

The ZOANTHROPE keyword is used in following Tyranids datasheets:

HQ
Elites

The PSYKER keyword is used in following Tyranids datasheets:

HQ
Elites

The SYNAPSE keyword is used in following Tyranids datasheets:

HQ
Troops
Elites
Heavy Support
© Vyacheslav Maltsev 2013-2019