Book | Kind | Edition | Version | Last update |
Insidious Infiltrators | ||||
Insidious Infiltrators | Index | 10 | May 2024 |
Tyranids flood the battlefield with the psychic signature of the hive fleet – an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.
Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test.Employing its subservient organisms as extensions of its own weapon limbs, the Neurolictor instinctively drives them to launch sudden terror attacks and increase the panic of its prey.
In your Command phase, select one friendly TYRANIDS unit within 12" of the bearer. Until the start of your next Command phase, you can re-roll Charge rolls made for that unit, and each time a model in that unit makes an attack, you can re-roll the Hit roll.Magnifying the terror of its prey, the Neurolictor causes them to hallucinate, projecting phantom doppelgängers into their peripheral vision and leaving them firing at nothing as it fades back into the shadows.
Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from an enemy unit, it can use this Enhancement. If it does, it can make a Normal move of up to 6". If the bearer is then no longer visible to that enemy unit, roll one D6; on a 1–3, the models targeting the bearer can select new targets for their attacks. On a 4–6, the models targeting the bearer cannot select new targets for their attacks and so do not make any attacks this phase.These organisms are driven to hunt down and slay whoever leads the prey, understanding that doing so quickly will shatter their victims’ cohesion and prevent their escape.
In the first battle round in which the enemy WARLORD is destroyed, you score a number of VP depending on which battle round it is, as shown in the table below.
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Instinctively these organisms know the value of heightening their quarry’s terror, slaying bodyguards and underlings until only the prey leader remains amongst a field of butchered corpses. Only then will the Tyranids descend to feed upon the fear-softened mind of their true prey.
While the enemy WARLORD is not destroyed, you score 4VP each time you destroy an enemy unit.MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Piercing claws and talons [precision] | |||||||
Piercing claws and talons [precision] | Melee | 6 | 2+ | 6 | -2 | 1 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Lictor claws and talons [precision] | |||||||
Lictor claws and talons [precision] | Melee | 6 | 2+ | 7 | -2 | 2 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Leaper’s talons | |||||||
Leaper’s talons | Melee | 6 | 3+ | 5 | -1 | 1 |
Tyranids flood the battlefield with the psychic signature of the hive fleet – an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.
Once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.Certain weapons are the bane of a particular foe.
Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
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The TYRANIDS keyword is used in the following Insidious Infiltrators datasheets:
The INFANTRY keyword is used in the following Insidious Infiltrators datasheets:
The GREAT DEVOURER keyword is used in the following Insidious Infiltrators datasheets:
The VANGUARD INVADER keyword is used in the following Insidious Infiltrators datasheets:
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Shattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Some warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.