No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | |
35 Hive Guard |
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3‑6 | 35 Hive Guard |
5" | 4+ | 3+ | 4 | 5 | 3 | 2 | 7 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+10 Impaler cannon | ||||||
+10 Impaler cannon | 36" | Heavy 2 | 8 | -2 | D3 | This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. | ||||||
Shockcannon | ||||||
Shockcannon | 24" | Assault D3 | 7 | -1 | D3 | Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |
Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• Any model may replace its impaler cannon with a shockcannon. • All models in the unit may have toxin sacs and/or adrenal glands.
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ABILITIES | |
ABILITIES |
Instinctive Behaviour
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FACTION KEYWORDS: TYRANIDS, <HIVE FLEET> | |
KEYWORDS: INFANTRY, HIVE GUARD |
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. | ||
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 | ||
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. | ||
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. | ||
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. | ||
OTHER WARGEAR | ABILITIES | ||||||
+1 Adrenal glands | |||||||
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges. | |||||||
+1 Adrenal glands | If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges. | ||||||
+5 Toxin sacs | |||||||
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. | |||||||
+5 Toxin sacs | Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. |
This datasheet has Elites Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
Shockcannon used in following datasheets:
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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.The TYRANIDS keyword is used in following Tyranids datasheets:
The <HIVE FLEET> keyword is used in following Tyranids datasheets:
The INFANTRY 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 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:
Adrenal glands used in following datasheets:
Toxin sacs used in following datasheets: