No | NAME | M | WS | BS | S | T | W! | A | Ld | Sv | Base |
175 Trygon Prime (base: 120 x 92mm) |
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1 | 175 Trygon Prime |
10" | 3+ | 3+ | 7 | 7 | 7-14 | 12 | 10 | 3+ | 120 x 92mm |
8" | 4+ | 4+ | 7 | 7 | 4-6 | 12 | 10 | 3+ | |||
6" | 5+ | 5+ | 7 | 7 | 1-3 | 12 | 10 | 3+ |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Bio-electric pulse with containment spines | ||||||
Bio-electric pulse with containment spines | 12" | Assault 8 | 5 | -2 | 1 | - |
Toxinspike | ||||||
Toxinspike | Melee | Melee | User | -3 | 2 | Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. |
Each time the bearer fights, it makes 1 additional attack with this weapon, and no more than 1 attack can be made with this weapon while resolving that fight. | ||||||
Trygon scything talons | ||||||
Trygon scything talons | Melee | Melee | User | -3 | 2 | - |
OTHER WARGEAR | ABILITIES | ||||||
+15 Adrenal glands | |||||||
The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. | |||||||
+15 Adrenal glands | The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. | ||||||
Biostatic rattle | |||||||
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled. | |||||||
Biostatic rattle | At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled. | ||||||
Prehensile pincer tail | |||||||
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll. | |||||||
Prehensile pincer tail | Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll. | ||||||
+10 Toxin sacs | |||||||
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target. | |||||||
+10 Toxin sacs | The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target. |
WARGEAR OPTIONS | |
WARGEAR OPTIONS |
• This model’s toxinspike can be replaced with one of the following: 1 biostatic rattle; 1 prehensile pincer tail. • This model can be equipped with 1 adrenal glands. • This model can be equipped with 1 toxin sacs.
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ABILITIES | |
ABILITIES |
Synapse (Aura), Shadow in the Warp (Aura), Death from Below Serpentine Coils: Each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll. 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. Bio-impulses: In your Command phase, select one friendly CORE unit within Synaptic Link range of this model that has not already been selected for this ability this turn. Until the start of your next Command phase, add 1 to Advance rolls and add 1 to charge rolls made for that unit. |
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS, | |
KEYWORDS: MONSTER, CHARACTER, SYNAPSE, BURROWER, TRYGON PRIME |
Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.
These warrior organisms destroy all as their adrenaline surges.
The hunger of the Tyranids can never be satiated.
When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.
Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.
These warrior organisms destroy all as their adrenaline surges.
Once this hive fleets warrior organisms outnumber their prey, they soon overwhelm them in a hideous, heaving mass.
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.
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.
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.
Tyranids care nothing for self-preservation, and will fight on.
Should one leader-beast be slain, the Hive Mind will simply subsume the mind of another chosen vessel.
The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.
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.
Some bioforms are imbued with additional predatory abilities.
When faced with especially resistant prey, or if possessed of a bounty of biomass, the Hive Mind has many ways of enhancing its foremost warrior organisms to render them even more dangerous.
This leader-beast possesses a superior ability to out-think its prey, and the Hive Mind has used it to overthrow countless star systems.
The Great Serpent attacks from below, bursting out from subterranean tunnels into the midst of its prey.
Entire swarms erupt from tunnels dug by burrowing monsters.
Leader-beasts mark prey with synaptically conductive chitin shards, to be pursued by their subordinate warrior organisms.
For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.
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.
The Shadow in the Warp cast by Leviathan is darker than those of other hive fleets, rendering their prey's attempts to harness otherworldly powers a hopeless cause.
The synaptic control exerted by Leviathan leader-beasts is so absolute that lesser beings can sometimes act at the behest of several consciousnesses.
Few substances are as lethal as the toxins of Hive Fleet Gorgon. Fewer still tailor themselves so effectively to their luckless victims.
Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.
The keyword is used in the following Tyranids 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.
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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:
Adrenal glands used in the following datasheets:
The ADRENAL GLANDS keyword is used in the following Tyranids datasheets:
Toxin sacs used in the following datasheets:
This datasheet has HQ Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
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The MONSTER keyword is used in the following Tyranids datasheets:
The CHARACTER 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 HIVE TENDRIL and CHARACTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN, SYNAPSE and CHARACTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN and SYNAPSE keywords are used in the following Tyranids datasheets:
The LEVIATHAN and MONSTER keywords are used in the following Tyranids datasheets:
The LEVIATHAN and CHARACTER keywords are used in the following Tyranids datasheets:
The GORGON and TOXIN SACS keywords are used in the following Tyranids datasheets:
The FLY keyword is used in the following Tyranids datasheets:
The BURROWERS keyword is used in the following Tyranids datasheets:
Prehensile pincer tail used in the following datasheets:
Toxinspike used in the following datasheets:
Trygon scything talons used in the following datasheets:
Biostatic rattle used in the following datasheets:
The BURROWER keyword is used in the following Tyranids datasheets: