
RECOGNISING TYRANID BIOMORPHS
On these two pages, you
will see all the Biomorph Enhancements available to the majority
of the Tyranids. Beneath the image and title of the enhancement
you will find a short paragraph entitled "What It
Does". This text contains an abbreviated rule about
how this enhancement works on the tabletop. For a more detailed
description, turn to pp.32-33 of Codex:
Tyranids.
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ACID MAW
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What
It Does.
A creature with an acid maw may re-roll unsuccessful
rolls to wound in the first round of a close
combat.
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ADRENAL GLAND
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What It Does:
Adrenal glands add +1 to a creature's Weapon
Skill or Initiative characteristics.
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BIO-PLASMA*
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What It Does:
Creatures with bio-plasma may make a single
extra close-combat attack, worked out at double
the model's Initiative.
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BONDED EXOSKELETON †
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What It Does:
A creature with a bonded exoskeleton gains
+1 Toughness.
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ENHANCED
SENSES
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What
It Does:
Creatures with enhanced senses gain +1
Ballistic Skill.
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EXTENDED
CARAPACE
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What It Does:
A Tyranid with an extended carapace gains
+1 to its Armour Save, so a Tyranid with
a 5+ Armour Save will instead have a 4+ Armour
Save, and so on.
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FEEDER
TENDRILS*
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What It Does:
A creature with feeder tendrils always
counts as having the Preferred Enemy unit
special rule. Any Tyranid brood with a model
within 2" of the creature also benefits
from this special rule.
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FLESH
HOOKS*
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What It Does:
A creature with flesh hooks counts as
being equipped with frag grenades in close
combat. Creatures with flesh hooks count "vertically
impassable" terrain as difficult terrain
instead.
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IMPLANT
ATTACK*
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What It Does:
A model that does not save a wound from
a creature with an implant attack suffers
2 wounds instead of 1. Implant attacks are
effective only in close combat and have no
effect on wounds inflicted by bio-plasma.
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LEAPING †
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What It Does:
Leaping creatures gain a Fast Charge
of 12", though they do not become Beasts.
A creature with leaping may make its full
attacks when within 3" of a friendly
model in base contact rather than the usual
2".
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MACE
TAIL*
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What It Does:
The creature may make a special close-combat
attack each turn if more than four enemy
models are in base contact with it at the
beginning of that Assault phase. These attacks
are conducted at Initiative 1 at the creature's
full Strength.
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SCYTHE
TAIL*
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What It Does:
The creature may make a special close-combat
attack each turn if more than four enemy
models are in base contact with it at the
start of that Assault phase. These D3 attacks
are at Initiative 1 at half the creature's
Strength (round down).
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Next: 'Regenerate' through to 'Winged'.