Codex - Tyranids: /tg/ edition
All right having another page of these things for 6th ed
Contents
Army wide rules
Synapse:
A unit within 12 of a model with this special rule gains fearless and an additional gain based on ID type:
- Lurk: The unit gains +1 BS
- Hunt: The unit gains ???
- Feed: The unit gains +1 A
Shadow in the warp:
Stays the same
Instinctive behaviour:
Stays the same
Warlord traits
1. Natures bane: Same but the carnivorous jungles created don't attack tyranids 2. Heightened senses: Same 3. Synaptic lynch-pin: Same 4. Mind eater: Same 5. Digestive denial: Chosen terrain is mysterious when it is entered controlling player chooses to force a re-roll or not 6. Adaptive biology: Same feel no pain 4+
Psychic powers:
Dominion: same 1. Catalyst: Same 2. DA HORRER!!!: same 3. Onslaught: Choose either Run and shoot or Run and assault 4. Paroxysm: Same 5. Psychic scream: Same 6. Warp Blast: Same
Unit
HQ
Hive tyrant: Death from the skies: If wings are taken Gargoyles can be taken as troop choices Extremely bulky
Swarmlord: May Take BIO-MORPHS Independent character, Extremely bulky
Tyranid Prime: 85 points Very bulky
Tervigon: May be upgraded to replace spawn Termagants with spawn Hormaguants: 20 points Both spawned Hormagaunts and Termagants may take upgrades as normal: 20X cost to upgrade single model
Tyrant guard: Take ONE of the following: 2+ armor save: 15 points may take wings: 15 points
Deathleaper:
Old one eye: Vehicle hunter