No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Base |
95 Sporocyst (base: 100mm) |
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1 | 95 Sporocyst |
- | 5+ | 5+ | 7 | 7 | 6-10 | 6 | 6 | 4+ | 100mm |
- | 5+ | 6+ | 6 | 7 | 3-5 | 5 | 6 | 4+ | |||
- | 5+ | 6+ | 5 | 7 | 1-2 | 4 | 6 | 4+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
+5 Barbed strangler | ||||||
+5 Barbed strangler | 36" | Assault D6 | 6 | -1 | 1 | Blast |
Blast | ||||||
Deathspitter | ||||||
Deathspitter | 24" | Assault 3 | 5 | -2 | 1 | - |
+10 Venom cannon | ||||||
+10 Venom cannon | 36" | Assault D3 | 8 | -3 | 2 | Blast |
Blast | ||||||
Flensing whips | ||||||
Flensing whips | Melee | Melee | User | -2 | 2 | - |
WARGEAR OPTIONS | |||||||||||||||||||||||||
WARGEAR OPTIONS |
• This model’s 5 deathspitters can be replaced with one of the following: 5 barbed stranglers; 5 venom canons.
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ABILITIES | |||||||||||||||||||||||||
ABILITIES |
Bombardment Organism: During deployment, when you set up this model, it can be set up anywhere on the battlefield that is more than 12" away from the enemy deployment zone and any enemy models. Synaptic Relay: While this model is within 12" of a friendly SYNAPSE unit (excluding SPOROCYST models), this model gains the SYNAPSE keyword and the Synapse ability. Death Throes: When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Seed Spores: This model can perform the following action: Seed Spores (Action): At the start of your Movement phase, one SPOROCYST model from your army can start to perform this action. The action is completed at the end of that phase. When it is completed, set up a new friendly SPORE MINES unit containing 6 models or a new friendly MUCOLID SPORES unit containing 1 model on the battlefield. That unit must be set up more than 6" away from any enemy units and wholly within 18" of this model. |
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Sporocyst can receive the following Adaptive Physiologies upgrades:
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FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS, | |||||||||||||||||||||||||
KEYWORDS: MONSTER, SPOROCYST |
Tyranid beasts see enemy vehicles and monsters as the most significant threats and fight furiously to bring them down.
To look out over the battlefield and see an endless tide of Tyranid monsters rapidly approaching, claws ready and maws open, is a truly terrifying prospect.
In its final moments, the beast thrashes around injuring all in its path.
The monstrous bioforms the Tyranids unleash upon their prey overwhelm all in their path.
Before the prey can react, Krakens swarms are already amongst them.
The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.
Once this hive fleets warrior organisms outnumber their prey, they soon overwhelm them in a hideous, heaving mass.
Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.
Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.
When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.
The hunger of the Tyranids can never be satiated.
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.
Even though a creature’s autonomous cerebral functions have ceased, the Hive Mind - through its own indomitable will - is able to animate the dead flesh.
The Great Serpent attacks from below, bursting out from subterranean tunnels into the midst of its prey.
The Hive Mind pushes forward in a living tide of ravenous maws.
Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.
Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.
This biohorror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks and boosting the metabolism of its host creature.
This model has a 4+ invulnerable save.Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids and linked to a ring of vascular-pneumatic sphincters. When roused, this arrangement pumps its potent bio-stimulant through the host organism’s body, driving the creature to new heights of speed and ferocity.
This biohorror’s chitinous carapace is thickened by expendable, brittle outer layers designed to absorb the impact of small arms fire as they shatter and flake away.
Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw made against that attack.Crackling bio-electric ultra-conductivity enhances this creature’s speed of perception, processing and decision making such that its reactions appear prescient in their swiftness.
At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.
Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific influence of the Tyranids’ gestalt mind is spread ever further.
Either host to nests of hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s organic projectiles continue to sear or consume long after it has moved on to other prey.
Each time this model shoots, after it has finished making its attacks, select one unit that was hit by one or more of those attacks. Roll one D6: on a 2+, that unit suffers D3 mortal wounds.Subconscious instinctive drivers trigger when this beast detects prey organisms fleeing its grasp, spurring it to lash out quicker than the speed of thought.
Each time an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.The keyword is used in the following Tyranids datasheets:
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The HIVE TENDRIL keyword is used in the following Tyranids datasheets:
The TYRANIDS keyword is used in the following Tyranids datasheets:
The keyword is used in the following Tyranids datasheets:
The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:
The KRAKEN keyword is used in the following Tyranids datasheets:
The HORMAGAUNTS keyword is used in the following Tyranids datasheets:
Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.
The LEVIATHAN keyword is used in the following Tyranids datasheets:
The HYDRA keyword is used in the following Tyranids datasheets:
The MONSTER keyword is used in the following Tyranids datasheets:
The JORMUNGANDR keyword is used in the following Tyranids datasheets:
The TITANIC keyword is used in the following Tyranids datasheets:
The RIPPER SWARMS keyword is used in the following Tyranids datasheets:
The TOXIN SACS keyword is used in the following Tyranids datasheets:
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The MONSTER keyword is used in the following Tyranids datasheets:
The SYNAPSE keyword is used in the following Tyranids datasheets:
The HORNED CHITIN keyword is used in the following Tyranids datasheets:
The HIVE TENDRIL and MONSTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN and MONSTER keywords are used in the following Tyranids datasheets:
Barbed strangler used in the following datasheets:
Deathspitter used in the following datasheets:
Venom cannon used in the following datasheets:
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The SPORE MINES keyword is used in the following Tyranids datasheets:
Flensing whips used in the following datasheets:
This datasheet has Fortifications Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
The SPOROCYST keyword is used in the following Tyranids datasheets:
The MUCOLID SPORES keyword is used in the following Tyranids datasheets: