No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | PsychicOverload |
170 Maleceptor |
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1 | 170 Maleceptor |
7" | 4+ | 4+ | 7 | 7 | 7-12+ | 3 | 9 | 3+ | 6 units |
7" | 5+ | 4+ | 6 | 7 | 4-6 | 3 | 9 | 3+ | 3 units | ||
7" | 6+ | 4+ | 5 | 7 | 1-3 | 3 | 9 | 3+ | D3 units |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Massive scything talons | ||||||
Massive scything talons | Melee | Melee | User | -3 | D6 | You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights. |
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights. |
ABILITIES | |
ABILITIES |
Shadow in the Warp, Synapse Psychic Overload: Instead of manifesting any psychic powers in your Psychic phase, a Maleceptor can unleash brain-bursting psychic tendrils. If it does so, roll a dice for each enemy unit within 6", to a maximum number of units shown in the damage table above. On a 2+ the Maleceptor deals 1 mortal wound to that unit, but on a 6 it deals 3 mortal wounds to that unit instead. Psychic Barrier: A Maleceptor has a 4+ invulnerable save. |
PSYKER | |
PSYKER |
A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Hive Mind discipline.Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test. |
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET> | |
KEYWORDS: MONSTER, PSYKER, SYNAPSE, MALECEPTOR |
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. | ||
2CP | ||
ENCEPHALIC DIFFUSION Tyranids Stratagem Glistening brain-arrays pulse with diffusive energies. Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic, to a minimum of 1, for that attack. | ||
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. | ||
2CP | ||
PATHOGENIC SLIME Tyranids Stratagem Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh. Use this Stratagem at the start of your Shooting phase. Select a TYRANIDS MONSTER from your army. Increase the Damage of its attacks by 1 for this phase. | ||
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 | ||
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. | ||
This datasheet has Elites Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
Massive scything talons used in following datasheets:
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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.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 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:
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 MALECEPTOR keyword is 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:
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