No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | |
150 Toxicrene |
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1 | 150 Toxicrene |
8" | 3+ | 4+ | 7 | 7 | 7-12 | 6 | 7 | 3+ | |
8" | 4+ | 4+ | 6 | 7 | 4-6 | 5 | 7 | 3+ | |||
8" | 5+ | 4+ | 5 | 7 | 1-3 | 4 | 7 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Choking spores | ||||||
Choking spores | 12" | Assault D6 | 3 | 0 | D3 | Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. |
Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. | ||||||
Massive toxic lashes (shooting) | ||||||
Massive toxic lashes (shooting) | 8" | Assault D6 | User | -2 | D3 | You can re-roll failed wound rolls for this weapon. |
You can re-roll failed wound rolls for this weapon. | ||||||
Massive toxic lashes (melee) | ||||||
Massive toxic lashes (melee) | Melee | Melee | User | -2 | D3 | You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. |
ABILITIES | |
ABILITIES |
Instinctive Behaviour Acid Blood: Each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved. Hypertoxic Miasma: At the end of the Fight phase, roll a D6 for each enemy model within 1" of any Toxicrenes. On a 6, that model’s unit suffers a mortal wound. Frenzied 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 3 mortal wounds. |
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET> | |
KEYWORDS: MONSTER, TOXICRENE |
1CP | ||
GRASPING TENDRILS Tyranids Stratagem None escape the deadly reach of these toxic appendages. Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn. | ||
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 | ||
FEEDER TENDRILS Tyranids Stratagem Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter. Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points. | ||
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 Heavy Support Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
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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 MONSTER keyword is used in following Tyranids datasheets:
The TOXICRENE 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 LICTOR keyword is used in following Tyranids datasheets:
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The CHARACTER keyword is used in following Tyranids datasheets: