No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | |
115 Sporocyst |
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1 | 115 Sporocyst |
- | 5+ | 5+ | 5 | 6 | 7-12+ | D6 | 7 | 4+ | |
- | 5+ | 5+ | 4 | 6 | 4-6 | D3 | 7 | 4+ | |||
- | 5+ | 5+ | 3 | 6 | 1-3 | 1 | 7 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+4 Barbed strangler | ||||||
+4 Barbed strangler | 36" | Assault D6 | 5 | -1 | 1 | Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. |
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. | ||||||
Deathspitter | ||||||
Deathspitter | 24" | Assault 3 | 5 | -1 | 1 | - |
Spore node | ||||||
Spore node | 9" | Heavy 1 | - | - | - | See Spore Node, below |
See Spore Node, below | ||||||
+9 Venom cannon | ||||||
+9 Venom cannon | 36" | Assault D3 | 8 | -2 | D3 | Blast |
Blast |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model may replace all of its deathspitters with either five barbed stranglers or five venom cannons.
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ABILITIES | |
ABILITIES |
Instinctive Behaviour Bombardment Organism: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models. Psychic Resonator: Whilst a Sporocyst is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, it has the SYNAPSE keyword and the Synapse ability. Spawn Spore Mines: At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed). Spore Node: Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds. Each time a spore node attack misses its target, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Mucolid Spores or Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch. Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Immobile: A Sporocyst cannot move for any reason. |
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET> | |
KEYWORDS: MONSTER, SPOROCYST |
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 | ||
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 Fortifications Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
Barbed strangler used in following datasheets:
Deathspitter used in following datasheets:
Venom cannon used in following datasheets:
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 <HIVE FLEET> and SYNAPSE keywords are used in following Tyranids datasheets:
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 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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