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Tyranids Battletome An Unofficial Warhammer: Age of Sigmar Supplement

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Page 1: Battletome Tyranids - hivefleetcharybdis.files.wordpress.com€¦ · TyranidsBattletome An Unofficial Warhammer: Age of Sigmar Supplement . The Tyranids are but one menace among the

Tyranids Battletome

An Unofficial Warhammer: Age of Sigmar Supplement

Page 2: Battletome Tyranids - hivefleetcharybdis.files.wordpress.com€¦ · TyranidsBattletome An Unofficial Warhammer: Age of Sigmar Supplement . The Tyranids are but one menace among the

The Tyranids are but one menace among the countless stars in the heavens that hang over Azyrheim. They know not of Sigmar and his crusade to retake the Realms. For millennia, their hive fleets have consumed planets at the fringes of known space in a futile attempt to devour the whole of Azyr. At first a trickle, the denizens of the far reaches of Azyr are becoming awakened to the Realms beneath them. The Realmgates are stirring from their slumber. The highly advanced armies of Azyr have been dragged into Sigmar’s war against the Gods of Chaos. In the grim darkness of Azyr there can be only war!

mong the stars of Azyr, another

emperor wages another war for the soul of mankind.

A

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Battle Traits Armies with the Tyranid allegiance have the following abilities. Shadow in the Warp: As the Tyranids descend upon a planet, psykers connection to the warp is drowned out beneath the deafening silence of the Hive Mind. Most Tyranid invasions are only discovered centuries later because it is not possible to call for help by psychic means once the war is underway. Enemy Psykers subtract 1 from casting while within 18” of a Synapse unit from your army. If they are within 18” of more than one Synapse unit from your army, they subtract 2 instead.

Boundless Evolution: When Tyranids first encounter new biomatter, it is analyzed in great detail by the hive ships and used to produce new adaptations. At the start of the second battle round, roll two dice (re-roll doubles) and choose one of the results from the Biomorph table as the swarm evolves and adapts to their enemies. D6 Biomorph 1 Acid Blood: Whenever a Tyranid unit

in your army rolls a save roll of 1, an enemy unit within 3” suffers one mortal wound.

2 Adrenal Glands: Tyranid units in your

army may re-roll one of the dice after roll to determine charge distance.

D6 Biomorph 3 Chitin Plating: Tyranid models in

your army may re-roll save rolls of 1.

4 Toxic Miasma: During your hero phase, roll a dice for each enemy unit within 3” of one or more of your Tyranid units. On a result of 6 or higher, the enemy unit suffers D3 mortal wounds.

5 Flesh Hooks: Your Tyranid models add 1 to their melee weapons’ attacks characteristic if they charged in the same turn.

6 Toxin Sacs: When you roll a 6 to wound with a Tyranid model, improve that attack’s Rend attribute by 1.

An Unofficial Warhammer: Age of Sigmar Supplement

Battle Trait Tyranids

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Command Traits In addition to their command abilities, the general of a Tyranids army can have a command trait from the list below. Pick the trait that best suits your general’s personality. Alternatively, you can roll a dice to randomly determine a trait. If, for any reason, you must select a new general during a battle, immediately generate a trait for them. D6 Command Trait 1 Indescribable Horror: The general

embodies its enemies worst nightmares.

The Bravery attribute of enemy units

within 3” of the general is reduced by 1.

2 Alien Metabolism: The general heals

wounds at an advanced pace.

Roll a dice during your hero phase. On a result of 6 or higher, the general regains a wound.

D6 Command Trait 3 Synaptic Lynchpin: The general is

highly evolved with an expanded capacity for controlling its drones.

All Tyranid units in your army count as being within 12” of a Synapse model as long as they are within 18” of your general.

4 Mind Eater: Some tyranid generals

are gifted with the ability to absorb their prey’s memories by eating their brains. This is generally used to glean enemy tactics during the early stages of an invasion.

The general may use any command abilities on the warscrolls of enemy Heroes they have slain during the battle. Replace all keywords in the command abilities with Tyranid.

D6 Command Trait 5 Old Adversary: While most tyranids

are digested and absorbed back into the hive fleet’s biomass reserves, this tyranid has seen many campaigns and is intimately familiar with the enemy’s weak points.

The general may re-roll to wound rolls of 1 when attacking.

6 Shadow of the Hive Mind: The

general’s psychic resonance is spectacularly eerie. Those with even the slightest psychic attunement are visibly nauseated in its presence.

Enemy Psykers within 18” of one or more of your Synapse models suffer an additional -1 penalty to casting rolls.

An Unofficial Warhammer: Age of Sigmar Supplement

Command Traits Tyranids

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Bio-Artefacts One Tyranid Hero may be given one of the following Bio-Artefacts. D6 Artefact 1 The Maw-Claws of Thyrax: This

adaptation was first seen at the invasion of Thyrax.

At the end of the combat phase, roll

one dice and one additional dice for each model slain by the Maw-Claws during the battle. For each result of 5 or 6, one enemy unit within 1” suffers a mortal wound.

2 The Norn Crown: The Norn Crown is

the ultimate synapse enhancer.

All Tyranid units in your army count as being within 12” of a Synapse model as long as they are within 18” of the bearer.

D6 Artefact 3 Cerebrum of Malan’tai: This mind

first brought doom to the Eldar world of Malan’tai. Since then, it has inhabited many other physical forms, always with the same results.

Whenever one or more models flee from an enemy unit within 12”, roll a dice. On a result of 4 or higher, an additional model flees from the unit.

4 The Ymgarl Factor: After some of the

Ymgarl Genestealers were re-absorbed into the Hive Fleet, other tyranids began manifesting a similar bio-artefact.

Before attacking during the combat phase, choose for the bearer to improve either their Hit, Wound, or Rend attribute by1 for Melee Weapon attacks for the duration of the phase.

D6 Artefact 5 Bone Sabre: The first bone sabres

were sighted on the legendary and horrific Swarmlord. Each bone sabre has a core grown from alien crystals that crackle with energy and slice through even the thickest armour.

Choose one of the bearer’s melee weapons to be a Bone Sabre. The chosen weapon’s attacks do not allow save rolls.

6 Ovipositor of Mortrex: This symbiotic

mouthpart lays a brood of rippers deep in the enemy’s guts. When they are slain, newly gestated rippers burst forth.

Whenever an enemy model is slain by the bearer, roll a dice . On a result of 5 or higher, place a Ripper Swarm model within 3” of the slain model’s position.

An Unofficial Warhammer: Age of Sigmar Supplement

Bio-Artefacts Tyranids

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Hive Mind Discipline Each Psyker in a Tyranid army knows one additional psychic power chosen from the Hive Mind Discipline. Pick one that best matches the background of your psyker or hive fleet. Alternatively, you can roll a dice to randomly determine which extra power is known to the psyker. Note that each Psyker model in a Tyranid army can know a different spell. If you prefer, you can instead generate (pick or roll) one spell that will be known by all your Tyranid Psykers. D6 Psychic Power 1 The Horror 2 Onslaught 3 Warp Lance 4 Leech Essence 5 Name 6 Name

1 The Horror The Horror has a casting value of 5. If successfully cast, choose an enemy unit within 18” of the caster. The chosen unit suffers mortal wounds equal to D6+4 minus their Bravery.

2 Onslaught Onslaught has a casting value of 6. If successfully cast, choose a Tyranid unit from your army within 18”. The chosen unit may attack during the shooting phase this turn even if they ran earlier in the turn.

3 Warp Lance Warp Lance has a casting value of 7. If successfully cast, choose an enemy unit within 18” of the caster. The chosen unit suffers D3 mortal wounds. Then, roll a dice. On a result of 4 or higher, the lance remains focused on the unit and it suffers another D3 mortal wounds. Repeat the process until the lance fails to remain focused.

4 Leech Essence Leech Essence has a casting value of 7. If successfully cast, roll a dice for each enemy model within 6”. For each result of 5 or higher, the model’s unit suffers a mortal wound and the caster regains one wound.

5 Dominion Dominion has a casting value of 4. If successfully cast, until your next hero phase, all Tyranid units in your army count as being within 12” of a Synapse model as long as they are within 18” of the caster.

6 Aura of Despair Aura of Despair has a casting value of 5. If successfully cast, enemy units subtract 1 from their Bravery characteristic while within 18” of the caster.

An Unofficial Warhammer: Age of Sigmar Supplement

Hive Mind Discipline Tyranids

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Barbed Strangler 18” 2 4+ 4+ - D6 Venom Cannon 24” 4 4+ 4+ -2 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage

Bone Sword 1” 5 3+ 3+ -1 2

6” 10 4+

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Keywords Destruction, Tyranid, Monster, Hero, Psyker, Synapse, Hive Tyrant

Description A Hive Tyrant is a single model. A Hive Tyrant is armed with a Bone Sword and either a Barbed Strangler or Venom Cannon. Some Hive Tyrants also carry a Lash Whip. Some Hive Tyrants forego ranged weapons entirely preferring to wade into battle with many bladed limbs. Some Hive Tyrants have even evolved the ability to Fly.

Fly A Hive Tyrant with wings has a movement attribute of 12” instead of 6” and can fly.

Abilities Many Bladed Limbs: A Hive Tyrant who foregoes ranged weapons entirely can re-roll failed to Hit rolls with their Bone Sword. Lash Whip: Enemy models within 3” of one or more models with Lash Whips may not make retreat moves.

Command Ability Feeding Frenzy: If a Hive Tyrant uses this ability, choose a Tyranid unit within 12” to unleash a feeding frenzy. In your next combat phase, that unit may be selected to attack and pile in twice, instead of only once.

Psychic Powers A Hive Tyrant is a Psyker. It can cast one psychic power in each of your hero phases and attempt to unbind one psychic power in each enemy hero phase. It knows the Psychic Bolt, Mystic Shield, and Paroxysm psychic powers.

Paroxysm Paroxysm has a casting value of 6. If successfully cast, the Hive Tyrant overwhelms the enemy’s senses driving them to the edge of insanity. Choose an enemy unit within 18”. Until the your next hero phase the chosen unit subtracts 1 from rolls to hit.

An Unofficial Warhammer: Age of Sigmar Supplement

Hive Tyrant

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Keywords Destruction, Tyranid, Hero, Hive Fleet, Synapse, Tyranid Prime

Tyranid Prime

Description A Tyranid is a single model armed with Bone Swords and either a Deathspitter or Spinefists. Some Tyranid Primes also carry a Lash Whip. Some Tyranid Primes forego ranged weapons entirely and wade into battle with their many bladed limbs. Some Tyranid Primes have even evolved the ability to fly.

Fly A Tyranid Prime with wings has a movement attribute of 12” instead of 6” and can fly.

Abilities Many Bladed Limbs: A Tyranid Prime who foregoes ranged weapons entirely can re-roll failed to Hit rolls with its Bone Sword. Lash Whip: Enemy models within 3” of one or more models with Lash Whips may not make retreat moves.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Deathspitter 24” 1 3+ 3+ -1 D3

Spinefists 12” 5 4+ 4+ - 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage

Bone Sword 1” 3 3+ 3+ -1 2

6” 7 5+

10

Command Ability Tactical Genius: If a Tyranid Prime uses this ability, choose a Hive Fleet unit within 12”. Choose one model in the unit to remain stationary, each other model may move up to 6”, but must end this movement more than 3” from any enemy models.

An Unofficial Warhammer: Age of Sigmar Supplement

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Razor Sharp Claws 1” 4 4+ 3+ -1 1

Dripping Jaws 1” 4 3+ 3+ - 1

6” 6 4+

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Keywords Destruction, Tyranid, Broodkin, Hero, Psyker, Synapse, Broodlord

Broodlord

Description A Broodlord is a single model equipped with Rending Claws and Scything Talons.

Abilities Hit and Run: The Broodlord may charge even if it retreated in the same turn. Fleet of Claw: The Broodlord may charge even if they ran in the same turn.

Command Ability Lord of the Brood: If a Broodlord uses this ability, until your next hero phase, add 1 to the hit rolls of all Broodkin units in your army within 12”.

Psychic Powers A Broodlord is a Psyker. It can cast one psychic power in each of your hero phases and attempt to unbind one psychic power in each enemy hero phase. It knows the Psychic Bolt, Mystic Shield, and Hypnotic Gaze psychic powers.

Hypnotic Gaze The Broodlord gazes deeply into the eyes of its prey. Hypnotic Gaze has a casting value of 4. If successfully cast, select one unit within 3” of the Broodlord. The selected unit subtracts 1 from its to hit rolls during the next combat phase.

An Unofficial Warhammer: Age of Sigmar Supplement

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Devourers 18” 3 6+ 5+ - 1

Fleshborers 12” 1 4+ 4+ - 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage Teeth and Claws 1” 1 4+ 4+ - 1

6” 1 6+

5

Keywords Destruction, Tyranid, Hive Fleet, Gaunt, Termagants

Description A unit of Termagants has 10 or more models. A Termagants unit is equipped with either Devourers or Fleshborers and use their Teeth and Claws for close quarters fighting. Some Termagants have even evolved the ability to fly.

Fly Termagants with wings have a movement attribute of 12” instead of 6” and can fly.

Abilities Fleshborer Beetles: Fleshborers fire a tiny beetle that digs into the flesh of its target and burrows to find vital organs to devour. Termagants may re-roll to wound rolls of 1 for attacks made with Fleshborers. Skittering Swarm: If a unit of Termagants has 20 or more models, each may make an additional attack with its Teeth and Claws. If it consists of 30 or more, each may make 2 additional attacks with its Teeth and Claws. Fleet of Claw: Termagants may charge even if they ran in the same turn.

Mindless: If a unit of Termagants is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Lurk: If a unit of Termagants is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

An Unofficial Warhammer: Age of Sigmar Supplement

Termagants

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 1” 1 3+ 3+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Gaunt, Hormagaunts

Description A unit of Hormagaunts has 10 or more models. Hormagaunts are armed with Scything Talons. Some Hormagaunts have even evolved the ability to fly.

Fly Hormagaunts with wings have a movement attribute of 12” instead of 6” and can fly.

Abilities Scything Swarm: If a Hormagaunt brood has 20 or more models, each may make an additional attack with its Scything Talons. If it consists of 30 or more, each may make two additional attacks with its Scything Talons instead. Fleet of Claw: Hormagaunts may charge even if they ran in the same turn. Leaping: When this unit runs, roll two dice and keep the higher result.

Mindless: If a unit of Hormagaunts is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Feed: If a unit of Hormagaunts is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the unit suffers D3 mortal wounds. If there are no units within 3”, the Hormagaunt unit suffers D3 mortal wounds instead.

6” 1 6+

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Rending Claws 1” 2 3+ 4+ -1 1

Keywords Destruction, Tyranid, Broodkin, Genestealers

Description A unit of Genestealers has 5 or more models. Genestealers are armed with Rending Claws.

Abilities Purestrain Princelings: While a unit of Genestealers is within 12” of a Broodkin Hero, it may re-roll to wound roll results of 1. Fleet of Claw: Genestealers may charge even if they ran in the same turn.

6” 2 5+

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Genestealers An Unofficial Warhammer: Age of Sigmar Supplement

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Keywords Destruction, Tyranid, Hive Fleet, Synapse, Tyranid Warriors

Tyranid Warriors

Description A unit of Tyranid Warriors has 3 or more Tyranid Warrior models. A Tyranid Warriors unit may be armed with either a Deathspitter or a pair of Spinefists as well as Scything Talons. Some Tyranid Warrior broods forego ranged weaponry entirely and are instead armed with many Bladed Limbs. Some Tyranid Warriors have even evolved the ability to Fly.

Fly Tyranid Warriors with wings have a movement attribute of 12” instead of 6” and can fly.

Abilities Many Bladed Limbs: Tyranid Warriors who forego ranged weapons entirely can re-roll failed to Hit rolls with their Scything Talons. Fleet of Claw: Tyranid Warriors may charge even if they ran in the same turn.

Alpha Warriors: Tyranid Warriors may add 1 to their to hit rolls while they are within 6” of a Tyranid Hero.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Deathspitter 24” 1 3+ 3+ -1 D3

Spinefists 12” 4 4+ 3+ - 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 1” 4 3+ 3+ - 1

6” 4 5+

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An Unofficial Warhammer: Age of Sigmar Supplement

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Rending Claws 1” 4 3+ 4+ -1 1 Scything Talons 1” 4 3+ 3+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Lictors

Lictors

Description A unit of Lictors has 1 to 3 models. Lictors are armed with Rending Claws and Scything Talons.

Abilities Where is it?: Lictors skin changes colors to blend into the scenery. Any Lictor benefitting from cover adds 1 to their Armour Save rolls in addition to the normal bonus. Where’d it go?: Lictors may charge even if they retreated in the same turn. Fleet of Claw: Lictors may charge even if they ran in the same turn.

Did you see that?: Do not deploy the Lictors normally, instead secretly choose a piece of scenery after deployment. During your hero phase, you may place the Lictors within 3” of the chosen piece of scenery, that counts as their movement for the turn.

6” 4 5+

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An Unofficial Warhammer: Age of Sigmar Supplement

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Tiny Ripper Teeth 1” 5 5+ 5+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Ripper Swarm

Description A Ripper Swarm may have any number of models. Rippers tear their foes apart in melee with their Tiny Ripper Teeth. Some Ripper Swarms have evolved the ability to fly.

Fly Ripper Swarms with wings have a movement attribute of 12” instead of 6” and can fly.

Abilities Chest Bursters: Whenever a model is slain by the Ripper Swarm, roll a dice. On a result of 4 or higher, add a Ripper Swarm model to the unit. Fleet of Claw: Ripper Swarms may charge even if they ran in the same turn.

6” 5 -

5

Ripper Swarm

Mindless: If a Ripper Swarm unit is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Feed: If a Ripper Swarm unit is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the unit suffers D3 mortal wounds. If there are no units within 3”, the Ripper Swarm suffers D3 mortal wounds instead.

An Unofficial Warhammer: Age of Sigmar Supplement

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Keywords Destruction, Tyranid, Hive Fleet, Raveners

Raveners

Description A unit of Raveners consists of 1 to 3 models equipped with Scything Talons and Thorax Swarms.

Abilities Many Bladed Limbs: Raveners can re-roll failed to Hit rolls with their Scything Talons. Subterranean Assault: Instead of setting up this unit on the battlefield normally you can place it to one side. If you do so, you may set it up during any of your hero phases. To do so, place it anywhere on the battlefield as long as it is not within 9” of any enemy models. The Raveners may not move during the ensuing movement phase.

Mindless: If a unit of Raveners is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Feed: If a unit of Raveners is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the unit suffers D3 mortal wounds. If there are no units within 3”, the Raveners unit suffers D3 mortal wounds instead.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Thorax Swarm 6” 1 4+ 4+ -1 D3 Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 1” 3 3+ 3+ - 1

9” 4 6+

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An Unofficial Warhammer: Age of Sigmar Supplement

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Warp Blast 18” 2 3+ 3+ -3 D3

Melee Weapons Range Attacks To Hit To Wound Rend Damage Teeth and Claws 1” 2 5+ 5+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Synapse, Zoanthropes

Description A unit of Zoanthropes has 1-3 models. Zoanthropes fight in melee with their Teeth & Claws.

Fly Most Zoanthropes have the ability to fly.

Abilities Warp Shielding: When a Zoanthrope would suffer a wound or a mortal wound, roll a dice. On a result of 5 or higher, the wound is ignored.

6” 4 4+

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Zoanthropes An Unofficial Warhammer: Age of Sigmar Supplement

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Melee Weapons Range Attacks To Hit To Wound Rend Damage Venomous Tentacles 1” 6 5+ 5+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Venomthropes

Description A unit of Venomthropes has 1-3 models. Venomthropes fight in melee with their Teeth & Claws.

Fly Venomthropes have the ability to fly.

Abilities Spore Clouds: Subtract 1 from to hit rolls for ranged weapon attacks directed at Venomthropes, or at Tyranid units within 6” of the Venomthropes. Toxic: When you roll a 6 to hit with the Venomthropes’ Teeth and Claws, the target suffers a mortal wound in addition to any other damage.

Mindless: If a unit of Venomthropes is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Lurk: If a unit of Venomthropes is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

6” 4 4+

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Venomthropes An Unofficial Warhammer: Age of Sigmar Supplement

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Biovore Cannon 48” 2 4+ 2+ -1 D6 Melee Weapons Range Attacks To Hit To Wound Rend Damage Teeth and Claws 1” 3 4+ 4+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Biovores

Description A unit of Biovores has 1 to 3 Biovore models. Each Biovore is armed with a Biovore Cannon and fights in melee with its Teeth and Claws.

Abilities Living Artillery: Biovores may fire their Biovore Cannon at targets they cannot see.

Spore Mines: Whenever you fail a to hit roll with the Biovore Cannon, place a Spore Mine within 12” of the target unit, but not within 3” of any enemy unit. The Spore Mine has 1 Wound and a 6+ Save. During your movement phase, you may move each spore mine D6”. The Spore Mine may move within 3” of enemy units, but cannot run or charge. If at any time a Spore Mine comes within 3” of an enemy unit, the Spore Mine is destroyed and the unit suffers D6 mortal wounds.

Mindless: If a unit of Biovores is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Lurk: If a unit of Biovores is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

6” 3 5+

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Pyrovore Cannon 6” - - - - - Special - - - - - Melee Weapons Range Attacks To Hit To Wound Rend Damage Teeth and Claws 1” 3 4+ 4+ - 1

Keywords Destruction, Tyranid, Hive Fleet, Pyrovores

Description A unit of Pyrovores has 1 to 3 models equipped with Pyrovore Cannons and Teeth and Claws.

Abilities Pyrovore Cannon: When you attack with a Pyrovore Cannon, choose an enemy unit within range. The chosen unit suffers D3 mortal wounds. Combustible: When a Pyrovore is slain, each enemy unit within 3” of the removed model suffers D3-1 mortal wounds.

Mindless: If a unit of Pyrovores is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Feed: If a unit of Pyrovores is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the unit suffers D3 mortal wounds. If there are no units within 3”, the Pyrovores suffers D3 mortal wounds instead.

6” 3 5+

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Pyrovores An Unofficial Warhammer: Age of Sigmar Supplement

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Keywords Destruction, Tyranid, Hive Fleet, Tyrant Guard

Tyrant Guard

Description A unit Tyrant Guard consists of 1 to 3 models. Each model in the unit may wield either a Bone Sword, Scything Talons, or Crushing Claws. Models with a Bone Sword also usually carry a Lash Whip.

Abilities Living Shield: Whenever a Tyranid Hero within 3” of the Tyrant Guard would suffer a wound or mortal wound, roll a dice. On a roll of 2 or higher, the Tyran Guard suffer a mortal wound instead. Lash Whip: Enemy models within 3” of one or more models with Lash Whips may not make retreat moves. Many Bladed Limbs: A Tyrant Guard with Scything Talons can re-roll their failed to hit rolls.

Mindless: If a unit of Tyrant Guard is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Feed: If a unit of Tyrant Guard is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the unit suffers D3 mortal wounds. If there are no units within 3”, the Pyrovores suffers D3 mortal wounds instead.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Bone Sword 1” 2 3+ 3+ -1 2

Scything Talons 1” 4 3+ 3+ - 1 Crushing Claws 2” D6 3+ 3+ -1 1

6” 3 4+

5

An Unofficial Warhammer: Age of Sigmar Supplement

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Keywords Destruction, Tyranid, Hive Fleet, Hive Guard

Hive Guard

Description A unit of Hive Guard consists of 1 to 3 models equipped with Impaler Cannons and their own Teeth and Claws. One model in the unit may exchange their Impaler Cannon for a Shockcannon.

Abilities Impaler Cannon: The Hive Guard may fire their Impaler Cannons at targets they cannot see. Shockcannon: If the Shockcannon damages a model with the Vehicle keyword, it inflicts D6+1 damage instead of D6.

Mindless: If a unit of Hive Guard is within 12” of a Synapse model from your army during, it does not have to take Battleshock tests. Instinct – Lurk: If a unit of Hive Guard is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Impaler Cannon 24” 2 3+ 3+ -1 2

Shockcannon 18” 1 3+ 3+ -2 D6 Melee Weapons Range Attacks To Hit To Wound Rend Damage Teeth and Claws 1” 2 4+ 4+ - 1

6” 3 5+

5

An Unofficial Warhammer: Age of Sigmar Supplement

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Ranged Weapons Range Attacks To Hit To Wound Rend Damage Barbed Strangler 18” 2 4+ 4+ - D6 Venom Cannon 24” 4 4+ 4+ -2 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage Crushing Claws 2” 2D6 3+ 3+ -1 1

Keywords Destruction, Tyranid, Hive Fleet, Monster, Carnifex

Description A Carnifex is a single model. Some Carnifexes are armed with a Barbed Strangler while others wield a Venom Cannon, all Carnifexes use their Crushing Claws in melee. Some Carnifexes forego ranged weapons entirely and instead fight only with their Crushing Claws and many bladed limbs.

Abilities Many Bladed Limbs: A Carnifex who foregoes ranged weapons entirely can re-roll failed to Hit rolls with their Crushing Claws.

Living Battering Ram: After the Carnifex finishes its charge move, one enemy unit within 1” of the Carnifex suffers D6 mortal wounds. Regeneration: During your hero phase, roll a dice for each wound the Carnifex has lost. For each roll of 6 or higher, the Carnifex regains a single wound.

8 5

4+ 6”

Instinct – Feed: If a Carnifex is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the Carnifex suffers D3 mortal wounds. If there are no units within 3”, the Carnifex suffers D3 mortal wounds instead.

An Unofficial Warhammer: Age of Sigmar Supplement

Carnifex

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Abilities Immobile Pod: This model cannot run, charge, or be moved in any way. Drop Spore: Instead of setting this unit up on the battlefield normally, place it to one side. During your first hero phase, place this unit anywhere on the battlefield that is not within 9” of any enemy models. Lash Whip: Enemy models within 3” of one or more models with Lash Whips may not make retreat moves.

Keywords Destruction, Tyranid, Hive Fleet, Mycetic Spore

Mycetic Spore An Unofficial Warhammer: Age of Sigmar Supplement

Description The Mycetic Spore is a single model equipped with Ripper Tentacles.

Melee Weapons Range Attacks To Hit To Wound Rend Damage

Ripper Tentacles 6” 3D6 4+ 4+ - 1

Melee Weapons Range Attacks To Hit To Wound Rend Damage

Ripper Tentacles 3” 3D6 4+ 4+ - 1

- 8 6+

5

Embark: A friendly Tyranid unit of 20 or fewer models may be set up within the Mycetic Spore. The embarked unit cannot do anything or be affected in any way while embarked. Disembark: The embarked unit can exit in a future hero phase or if the Mycetic Spore is destroyed. When a unit disembarks, set it up so that all its models are within 3” of the Mycetic Spore, and not within 3” of any enemy models – any disembarking model that cannot be set up in this way is slain.

Updated 4/18/17

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Abilities Instinct – Lurk: If a Tyrannocyte is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn. Drop Spore: Instead of setting this unit up on the battlefield normally, place it to one side. During your first hero phase, place this unit anywhere on the battlefield that is not within 9” of any enemy models.

Keywords Destruction, Tyranid, Hive Fleet, Tyrannocyte

Tyrannocyte An Unofficial Warhammer: Age of Sigmar Supplement

Description The Tyrannocyte is a single model equipped with Deathspitters and Writhing Tentacles.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Deathspitters 24” D6 3+ 3+ -1 D3

Melee Weapons Range Attacks To Hit To Wound Rend Damage

Writhing Tentacles 3” D6 5+ 5+ - 1

6” 8 6+

5

Embark: A friendly Tyranid unit of 20 or fewer models may be set up within the Tyrannocyte. The embarked unit cannot do anything or be affected in any way while embarked. Disembark: The embarked unit can exit in a future hero phase or if the Tyrannocyte is destroyed. When a unit disembarks, set it up so that all its models are within 3” of the Tyrannocyte, and not within 3” of any enemy models – any disembarking model that cannot be set up in this way is slain.

Updated 4/18/17

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Abilities Immobile Pod: This model cannot run, charge, or be moved in any way. Synapse Resonator: While the Sporocyst is within 12” of a Synapse model from your army, it has the Synapse keyword.

Keywords Destruction, Tyranid, Hive Fleet, Sporocyst

Sporocyst An Unofficial Warhammer: Age of Sigmar Supplement

Description The Sporocyte is a single model equipped with Deathspitters and Writhing Tentacles.

Spore Node: During your hero phase, you may place a spore mine onto the battlefield within 18” of the Sporocyst, but not within 9” of any enemy models. The Spore Mine has 1 Wound and a 6+ Save. During your movement phase, you may move each spore mine D6”. The Spore Mine may move within 3” of enemy units, but cannot run or charge. If at any time a Spore Mine comes within 3” of an enemy unit, the Spore Mine is destroyed and the unit suffers D6 mortal wounds.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Deathspitters 24” D6 3+ 3+ -1 D3

Melee Weapons Range Attacks To Hit To Wound Rend Damage

Writhing Tentacles 3” D6 5+ 5+ - 1

0” 8 6+

5

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Psychic Powers A Tervigon is a Psyker. It can cast one psychic power in each of your hero phases and attempt to unbind one psychic power in each enemy hero phase. It knows the Psychic Bolt, Mystic Shield, and Catalyst psychic powers.

Catalyst Catalyst has a casting value of 6. If successfully cast, until your next hero phase, whenever a Gaunt unit within 6” of the Tervigon would suffer a wound, roll a dice. On a result of 4 or higher, the wound is ignored.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Psyker, Synapse, Tervigon

Tervigon An Unofficial Warhammer: Age of Sigmar Supplement

Description A Tervigon is a single model armed with a Stinger Salvo, Crushing Claws, Scything Talons, and Dripping Jaws.

Abilities Progenitor: During the hero phase, you may roll a dice and add that many models to a Gaunt unit from your army within 6” of the Tervigon. If there is no Gaunt unit within 6”, create a new Gaunt unit with that many models within 6” of the Tervigon.

Damage Table Wounds Suffered

Crushing Claws

Massive Jaws

0-2 2D6 D6 3-5 D6 D6 6-7 D6 D3 8-9 D3 D3 10+ D3 1

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Stinger Salvo 18” 4 4+ 4+ - 1

Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 3” 4 3+ 3+ - 1

Crushing Claws 2” * 3+ 3+ -1 1

Dripping Jaws 1” 1 3+ 3+ -3 *

6” 12 4+

10

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Damage Table Wounds Suffered Fleshborer Hive Rupture Cannon Acid Spray

0-2 12 D6 3 3-5 10 D6 3 6-7 8 D3 4 8-9 6 1 4 10+ 4 1 5

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Stinger Salvo 18” 4 4+ 4+ - 1

Fleshborer Hive 12” * 4+ 4+ - 1 Rupture Cannon 36” 2 2+ 2+ -3 *

Acid Spray 18” - - - - - Special - - - - - Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 1” 4 3+ 3+ - 1

Rupture Cannon: The Rupture Cannon can be used to attack units to which the Tyrannofex does not have line of sight. Acid Spray: When you attack with the Tyrannofex’s Acid Spray, roll a dice. If the roll is equal to or higher than the number listed on the Damage Table, then the target suffers that many mortal wounds.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Tyrannofex

Tyrannofex An Unofficial Warhammer: Age of Sigmar Supplement

Description A Tyrannofex is a single model armed with a Stinger Salvo and Scything Talons. A Tyrannofex also has either a Fleshborer Hive, Rupture Cannon, or Acid Spray.

Abilities Fleshborer Beetles: The Fleshborer Hive fires tiny beetles that dig into the flesh of their targets and burrow to find vital organs to devour. The Tyrannofex may re-roll to wound rolls of 1 for attacks made with its Fleshborer Hive.

6” 12 4+

5

Instinct – Lurk: If a Tyrannofex is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

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Many Bladed Limbs: A Trygon can re-roll failed rolls to hit with their Scything Talons. Instinct – Feed: If a Trygon is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the Trygon suffers D3 mortal wounds. If there are no units within 3”, the Carnifex suffers D3 mortal wounds instead.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Trygon

Trygon An Unofficial Warhammer: Age of Sigmar Supplement

Description A Trygon is a single model equipped with a Bio-Electric Pulse, Scything Talons, and Gnashing Mandibles.

Abilities Subterranean Assault: Instead of setting up this unit on the battlefield normally you can place it to one side. If you do so, you may set it up during any of your hero phases. To do so, place it anywhere on the battlefield as long as it is not within 9” of any enemy models. The Trygon may not move during the ensuing movement phase.

Damage Table Wounds Suffered

Move Bio-Electric Pulse

0-2 12” 6 3-5 10” 5 6-7 8” 4 8-9 6” 3 10+ 4” 2

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Bio-electric Pulse 12” * 3+ 3+ -3 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 3” 6 3+ 3+ - 1

Gnashing Mandibles 1” 2 3+ 3+ -2 2

*” 12 5+

5

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Instinct – Feed: If a Mawloc is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the Mawloc suffers D3 mortal wounds. If there are no units within 3”, the Mawloc suffers D3 mortal wounds instead.

Burrow: During your hero phase, if the Mawloc did not arrive by Terror From the Deep this turn, you may remove the Mawloc from the battlefield and place it to one side. If you do so, it can be returned to the battlefield during your future hero phases as described in Terror From the Deep. Distended Maw: If you roll a 6 to wound with Distended Maw, the damage is doubled.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Mawloc

Mawloc An Unofficial Warhammer: Age of Sigmar Supplement

Description A Mawloc isa single model that fights with its Distended Maw and Prehensile Pincer.

Abilities Terror From the Deep: Instead of setting up this unit on the battlefield normally you can place it to one side. If you do so, you may set it up during any of your hero phases. To do so, place it anywhere within 3” of an enemy unit. Each enemy unit within 3” of the Mawloc then suffers D3 mortal wounds. The Mawloc may not move during the ensuing movement phase.

Damage Table Wounds Suffered

Distended Maw

Prehensile Pincer

0-2 D6 5 3-5 D6 4 6-7 D3 3 8-9 D3 2 10+ 1 1

Melee Weapons Range Attacks To Hit To Wound Rend Damage Distended Maw 1” 2 4+ 4+ -2 *

Prehensile Pincer 3” * 3+ 3+ -1 1

6” 12 5+

5

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Keywords Destruction, Tyranid, Hive Fleet, Monster, Haruspex

Haruspex An Unofficial Warhammer: Age of Sigmar Supplement

Description A Haruspex is a single model that attacks at range with its Grasping Tongue and Clawed Mouthparts. In combat it fights with Crushing Claws.

Abilities Grasping Tongue: When the Grasping Tongue hits and wounds, instead of inflicting damage normally, one model from the unit is swallowed whole. However, if the unit is a single model with the Hero, Monster, or Vehicle keyword, the unit instead suffers D3 mortal wounds, and if it still stands, its controller moves it until it is within 1” of the Haruspex if possible.

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Grasping Tongue 12” 1 * 2+ - - Special - -

Clawed Mouthparts 9” 3+ 3+ 3+ -1 1 Melee Weapons Range Attacks To Hit To Wound Rend Damage Crushing Claws 2” * 3+ 3+ -1 1

6” 12 5+

5

Damage Table Wounds Suffered

Distended Maw

Prehensile Pincer

0-2 D6 5 3-5 D6 4 6-7 D3 3 8-9 D3 2 10+ 1 1

Feeder Beast: During the battleshock phase, if the Haruspex has slain one or more enemy models this turn, it recovers D3 wounds suffered during the battle. Instinct – Lurk: If a Haruspex is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

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Abilities Living Artillery: The Exocrine may fire its Bio-plasmic Cannon at targets it cannot see. Bio-plasmic Cannon: Re-roll to hit and wound rolls for the Bio-plasmic Cannon against units with 10 or more models. Instinct – Lurk: If an Exocrine is not within 12” of a Synapse model from your army during your hero phase, it must move d6” toward the nearest piece of scenery, and may not move during the movement phase this turn.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Exocrine

Exocrine An Unofficial Warhammer: Age of Sigmar Supplement

Description An Exocrine is a single model equipped with a Bio-plasmic Cannon and Scything Talons.

Damage Table Wounds Suffered

Move Bio-plasmic Cannon

0-2 6” 4 3-5 5” 4 6-7 4” 5 8-9 3” 6 10+ 2” 6

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Bio-plasmic Cannon 24” 5 * 4+ -2 3

Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 3” 4 3+ 3+ - 1

*” 12 5+

5

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Psychic Powers A Maleceptor is a Psyker. It can cast one psychic power in each of your hero phases and attempt to unbind one psychic power in each enemy hero phase. It knows the Psychic Bolt, Mystic Shield, and Psychic Overload psychic powers.

Psychic Overload Psychic Overload has a casting value of 6. If successfully cast, the Maleceptor attempts to burst their brains with excessive psychic energy. Choose a unit within 18”, roll 3D6, and subtract the unit’s Bravery. The chosen unit suffers mortal wounds equal to the difference.

Keywords Destruction, Tyranid, Hive Fleet, Psyker, Monster, Maleceptor

Maleceptor An Unofficial Warhammer: Age of Sigmar Supplement

Description A Maleceptor is a single model equipped with Scything Talons.

Abilities Brain Bug: The Maleceptor can cast a number of extra psychic powers in each of your hero phases and unbind a number of extra psychic powers in enemy hero phases as listed on the Damage Table. Warp Shielding: When a Maleceptor would suffer a wound or a mortal wound, roll a dice. On a result of 5 or higher, the wound is ignored.

Damage Table Wounds Suffered

Move Brain Bug

0-2 6” +2 powers 3-5 5” +2 powers 6-7 4” +1 power 8-9 3” +1 power 10+ 2” +0 powers

Melee Weapons Range Attacks To Hit To Wound Rend Damage Scything Talons 3” 4 3+ 3+ - 1

*” 12 5+

10

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Abilities Hypertoxic: At the end of the combat phase, roll a dice for each unit that was damaged by the Toxicrene. On a result of 4 or higher, the unit suffers D3 mortal wounds. Lash Whip: Enemy models within 3” of one or more models with Lash Whips may not make retreat moves.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Toxicrene

Toxicrene An Unofficial Warhammer: Age of Sigmar Supplement

Description A Toxicrene is a single model equipped with Feeder Tendrils and Lashing Tentacles.

Damage Table Wounds Suffered

Feeder Tendrils

Lashing Tentacles

0-2 D6 12 3-5 D3 10 6-7 D3 8 8-9 1 6 10+ 1 4

Melee Weapons Range Attacks To Hit To Wound Rend Damage Feeder Tendrils 1” 2 3+ 4+ -3 *

Lashing Tentacles 3” * 3+ 3+ - 1

6” 12 5+

5

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During your movement phase, you may move each spore mine D6”. The Spore Mine may move within 3” of enemy units, but cannot run or charge. If at any time a Spore Mine comes within 3” of an enemy unit, the Spore Mine is destroyed and the unit suffers D6 mortal wounds.

Keywords Destruction, Tyranid, Hive Fleet, Monster, Harpy

Harpy An Unofficial Warhammer: Age of Sigmar Supplement

Description A Harpy is a single model equipped with Scything Talons and either a Drool Cannon or Stranglethorn Cannons.

Fly A Harpy has wings and can fly.

Abilities Spore Mine Cysts: During the hero phase, you may place a Spore Mine anywhere within 6” of the Harpy that is not within 9” of any enemy unit. The Spore Mine has 1 Wound and a 6+ Save.

Damage Table Wounds Suffered Move Drool Cannon Stranglethorn Cannon

0-2 12” 12” -3 3-5 10” 9” -2 6-7 8” 6” -2 8-9 6” 3” -1 10+ 4” 3” -1

Ranged Weapons Range Attacks To Hit To Wound Rend Damage Drool Cannon * 3 3+ 3+ -1 D6

Stranglethorn Cannons 36” 2 3+ 3+ * D6

Melee Weapons Range Attacks To Hit To Wound Rend Damage Barbed Tail 3” 3 3+ 4+ -1 2

*” 12 5+

5

Instinct – Feed: If a Harpy is not within 12” of a Synapse model during your hero phase, one unit of your choice within 3” of the Mawloc suffers D3 mortal wounds. If there are no units within 3”, the Mawloc suffers D3 mortal wounds instead.

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An Unofficial Warhammer: Age of Sigmar Supplement

Pitched Battle Profiles Tyranids

Tyranids Unit Size Unit Min Max Points Battlefield Role Notes Hive Tyrant 1 1 200 Leader, Behemoth Tyranid Prime 1 1 120 Leader Broodlord 1 1 100 Leader

Termagants 10 40 80 Battleline if army has Tyranid

allegiance

Hormagaunts 10 40 80 Battleline if army has Tyranid

allegiance

Genestealers 5 20 140 Battleline if army has Tyranid

allegiance Tyranid Warriors 3 12 160 Lictors 1 3 40 Ripper Swarm 3 12 80 Raveners 3 12 160 Zoanthropes 3 12 180 Venomthropes 3 12 180 Biovores 1 3 80 Artillery Pyrovores 1 3 60 Tyrant Guard 3 12 140 Hive Guard 3 12 160 Carnifex 1 1 160 Mycetic Spore 1 1 100 Tyrannocyte 1 1 100 Sporocyst 1 1 60 Experimental points cost

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An Unofficial Warhammer: Age of Sigmar Supplement

Pitched Battle Profiles Tyranids

Tyranid Monsters Unit Size Unit Min Max Points Battlefield Role Notes Tervigon 1 1 300 Behemoth Experimental points cost Tyrannofex 1 1 300 Artillery, Behemoth Experimental points cost Trygon 1 1 300 Behemoth Experimental points cost Mawloc 1 1 300 Behemoth Experimental points cost Haruspex 1 1 300 Behemoth Experimental points cost Exocrine 1 1 300 Artillery, Behemoth Experimental points cost Tervigon 1 1 300 Behemoth Experimental points cost Tyrannofex 1 1 300 Artillery, Behemoth Experimental points cost Maleceptor 1 1 300 Behemoth Experimental points cost Toxicrene 1 1 300 Behemoth Experimental points cost Harpy 1 1 300 Behemoth Experimental points cost