No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
125 Broodlord |
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1 | 125 Broodlord |
8" | 2+ | - | 5 | 5 | 6 | 6 | 10 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Monstrous rending claws | ||||||
Monstrous rending claws | Melee | Melee | User | -3 | D3 | You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. |
ABILITIES | |
ABILITIES |
Synapse, Shadow in the Warp Lightning Reflexes: This model has a 5+ invulnerable save. Brood Telepathy: You can add 1 to hit rolls in the Fight phase for <HIVE FLEET> Genestealer units within 6" of any friendly <HIVE FLEET> Broodlords. |
PSYKER | |
PSYKER |
A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Hive Mind discipline. |
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET> | |
KEYWORDS: CHARACTER, INFANTRY, GENESTEALER, PSYKER, SYNAPSE, BROODLORD |
1CP | ||
HIVE INSTINCT Tyranids Stratagem With a psychic summons, the swarm is gathered. Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase. | ||
1CP | ||
SYNAPTIC CHANNELLING Tyranids Stratagem Individuality is a disadvantage that Tyranids surpass. Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield. | ||
2CP | ||
PSYCHIC FISSURE Tyranids Stratagem The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies. Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy unit within 12" of any <HIVE FLEET> SYNAPSE units from your army and the test is failed, that enemy unit suffers D3 mortal wounds. | ||
1CP | ||
HUNTER’S DRIVE Tyranids Stratagem Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors. Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise the charge fails and no models in the charging unit move this phase. | ||
1CP | ||
PROGENY OF THE HIVE Tyranids Stratagem Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms. Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle. | ||
1CP/3CP | ||
BOUNTY OF THE HIVE FLEET Tyranids Stratagem Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened. Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle. | ||
2CP | ||
SINGLE-MINDED ANNIHILATION Tyranids Stratagem The Hive Mind invests its warrior-forms with but a single imperative: kill. Use this Stratagem at the end of your Shooting phase. Select a TYRANIDS INFANTRY unit from your army – that unit can immediately shoot again. | ||
1CP | ||
POWER OF THE HIVE MIND Tyranids Stratagem The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension. Use this Stratagem at the end of your Psychic phase. Select a TYRANIDS PSYKER unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn. | ||
1CP | ||
PHEROMONE TRAIL Tyranids Stratagem Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter. Use this Stratagem when a TYRANIDS INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6" of the LICTOR and more than 9" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability. | ||
2CP | ||
DEATH FRENZY Tyranids Stratagem Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds. Use this Stratagem when a TYRANIDS CHARACTER from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield. | ||
1CP | ||
VORACIOUS APPETITE Tyranids Stratagem The hunger of the Tyranids can never be satiated. Use this Stratagem in the Fight phase when a TYRANIDS MONSTER or CHARACTER from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase. | ||
1CP | ||
THE ENEMY BELOW Jormungandr Stratagem The Great Serpent attacks from below, bursting out from subterranean tunnels in the midst of its prey. Use this Stratagem when you set up a JORMUNGANDR INFANTRY unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of RAVENERS, a MAWLOC, TRYGON or a TRYGON PRIME at the end of your Movement phase (a burrowing unit), you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3" of the burrowing unit and more than 9" from any enemy units. Any models you cannot set up in this way when you do so are destroyed. | ||
3CP | ||
CALL THE BROOD Tyranids Stratagem Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes. Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6" of a Broodlord or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as another unit from your army. | ||
2CP | ||
ENDLESS SWARM Tyranids Stratagem The swarms of the Hydra are numberless. Kill one organism, and two more will take its place. Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles (or any HYDRA INFANTRY unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models. | ||
This datasheet has HQ Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
Monstrous rending claws used in following datasheets:
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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.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.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:
The INFANTRY keyword is used in following Tyranids datasheets:
The GENESTEALER keyword is used in following Tyranids datasheets:
The PSYKER keyword is used in following Tyranids datasheets:
The SYNAPSE keyword is used in following Tyranids datasheets:
The <HIVE FLEET> and SYNAPSE keywords are used in following Tyranids datasheets:
The <HIVE FLEET> and PSYKER keywords are used in following Tyranids datasheets:
The <HIVE FLEET> keyword is used in following Tyranids datasheets:
The TYRANIDS and INFANTRY keywords are used in following Tyranids datasheets:
The TYRANIDS and MONSTER keywords are used in following Tyranids datasheets:
The CHARACTER keyword is used in following Tyranids datasheets:
The JORMUNGANDR and INFANTRY keywords are used in following Tyranids datasheets:
The RAVENER keyword is used in following Tyranids datasheets:
The MAWLOC keyword is used in following Tyranids datasheets:
The TRYGON keyword is used in following Tyranids datasheets:
The TRYGON PRIME keyword is used in following Tyranids datasheets:
The HYDRA and INFANTRY keywords are used in following Tyranids datasheets: