All these items requires the opponents permission to use. |
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Tyranid Biomorphs |
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Cerebral Implant (+3 Points): The Tyranid with this implant acts with renewed intelligence, increasing their awareness and reaction speeds. A Tyranid with the cerebral implant gains +2 to it's Initiative for the first round of combat only. Note this cannot be combined with Lightning reflexes. |
Frag Cluster (+5 Points): The Tyranid is imbued with a cluster of small seed sacks which contain chemicals which react violently when mixed. Each model with a Frag cluster may trigger once per game, and instead of shooting. Place the large Ordnance template around the creature using the Frag cluster. All models take a Strength 4 hit with an AP of 5. |
Lash Sinew (+6 Points): Extending from the fore-arm of the Tyranid grows extremely resilient muscule tissue which contracts around the ensnared victim. When the Tyranid rolls to hit, you roll one or more '6's, then the Tyranid counts as causing two hits for every 6 rolled. If the Tyranid is given Rending claws, and also has Lash Sinew, then the creature does 1 automatic Wound (which also ignores armour saves), and gets to make an additional To Wound roll (with saves allowed). |
Lightning Reflexes (+8 Points): The Tyranid can dodge any blow almost instantally, and gains an additional advantage in combat. It doubles the creature's Iniative in combat and cannot be combined with Cerebral Implant biomorph. |
Pod Launcher (+5 Points): The Tyranid has grown an organic pod which, due to chemical reactions, is capable of launching extremely thin barbed needles. This gives the Tyranid an additional attack during the Shooting Phase, which is always at Strength 3 with no AP. This additional shot may only be used if the creature would be able to fire normally, and has a range of 12" |
Spore Cluster (+6 Points): The Tyranid's citichin armour plating is coated in caustic spores which attach to any foe nearby. Any model in base-to-base contact with a Tyranid with spore clusters at the end of the Assault phase must make an Armour save of suffer an additional Wound. These additional Wounds do not count towards the combat resolution. |
Warp Node (+10 Points): The Tyranid is gifted with an extremely resilience to lethal attacks. Any hit which would normally kill outright (i.e. has double the Strength in relation to the model's Toughness), only causes a single Wound. |
Tyranid | Biomorphs Available | Biovores | Frag Cluster, Pod Launcher | Carnifex | Cerebral Implant, Lash Sinew, Lightning Reflexes, Pod Launcher, Warp Node | Gargoyles | Cerebral Implant, Frag Cluster, Lightning Reflexes | Gaunts | Cerebral Implant, Frag Cluster, Lightning Reflexes, Spore Cluster,Warp Node | Genestealers | Cerebral Implant, Spore Cluster, | Hive Tyrant | Frag Cluster, Lash Sinew, Spore Cluster, Warp Node | Lictor | Pod Launcher, Spore Cluster | Raveners | Cerebral Implant, Frag Cluster, Lash Sinew, Pod Launcher, Spore Cluster | Tyranid Warriors | Cerebral Implant, Frag Cluster, Lash Sinew, Lightning Reflexes, Pod Launcher, Spore Cluster, Warp Node | Tyrant Guard | Cerebral Implant, Lightning Reflexes, Pod Launcher, Warp Node |
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Eldar Wargear |
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A small selection of Eldar Wargear created by Graywinter. |
These items may be taken by Exarchs, Warlocks and Farseers unless otherwise noted. |
Wargear | Cost | Ghost Blade* | 20 | Holo Field | 35 | Lifestone** | 35 | Seer Runes** | 20 | Talisman of Fortune | 5 | * Farseer and Warlock only | ** Farseer Only |
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Ghost Blade: A ghost blade is a weapon constructed of Wraithbone, and amplifies the Farseer or Warlock's inherent psychic energies. Such is the power of this weapon, that an enemy struck by a Ghost blade is wounded on a 4+ regardless of it's actual toughness, and may not make any armor saves except for invulnerable ones. |
Holo Field: This device creates a shimmering and displaced image of the wearer, making him difficult to hit. Roll twice when shooting at this model, taking the lowest of the two. |
Lifestone: A Lifestone contains the essense of life itself, and is only given to the most valued and gifted of Farseers. Once per turn, the Lifestone will negate a single wound suffered by any model within 18" of the farseer. The Lifestone cannot restore wounds inflicted from instant death. (Use the stone at the time the wound is taken). |
Seer Runes: Seer Runes are complex shapes of Wraithbone that help a Farseer predict the future, and can be used to disrupt the flow of psychic energy to enemy psykers. A farseer equipped with Seer Runes may nullify a psychic power used by the enemy on a 4+. |
Talisman of Fortune: The model may reroll a single failed armor save once per turn. |