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TyranidsScreamer-Killers
6

Screamer-Killers

NAME M WS BS S T W A Ld Sv
Screamer-Killer 7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Screamer-Killer. It can include 1 additional Screamer-Killer (Power Rating +6) or 2 additional Screamer-Killers (Power Rating +12). Each model is armed with a bio-plasmic scream and two pairs of monstrous scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Bio-plasmic scream
18"
Assault D6
7
-4
1
-
Monstrous scything talons (Carnifex)
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have spore cysts.
ABILITIES
Instinctive Behaviour

Living Battering Ram: When a Screamer-Killer finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Screamer-Killer that charged in the same turn.

Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

Spore Cysts:
10
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.

Terrifying: Your opponent must add 1 to any Morale tests for enemy units within 8" of one or more Screamer-Killers.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
MONSTER, CARNIFEX, SCREAMER-KILLERS

Optional Wargear

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

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

Does not include wargear
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
single/two pairs

Monstrous scything talons (Carnifex) used in following datasheets:

Heavy Support
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.
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.
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Instinctive Behaviour

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

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
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.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.

The TYRANIDS keyword is used in following Tyranids datasheets:

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

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support

Adrenal glands used in following datasheets:

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.

Toxin sacs used in following datasheets:

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.
© Vyacheslav Maltsev 2013-2019