Hive Tyrant

(Unit)
Type: unit
Category: HQ
Categories: HQ
EntryId: b9e4-d4d5-328d-8fb9
Hidden: false
Costs: 75 Points
Options (4)
Rules (1)
Monstrous Creature
All monstrous creatures have the ‘move through cover’ special rule. 


Instead of firing a single weapon, monstrous creatures can fire two of their weapons once per Shooting phase. They must, of course, fire both of them at the same enemy target. In addition, monstrous creatures have the ‘relentless’ special rule.


Unless otherwise specified in their special rules, monstrous creatures cannot go to ground, voluntarily or otherwise. In addition, for a monstrous creature to be in cover, at least 50% of its body has to be in cover from the point of view of the majority of the firing models. Also, standing in area terrain does not automatically confer a cover save to monstrous creatures – the 50% rule takes precedence. Cover for them works exactly as for vehicles. As usual, if you cannot clearly tell if 50% of the model’s body is covered, modify its cover save by –1.


All wounds inflicted in close combat by a monstrous creature ignore armour saves, just like those from a power weapon. In addition, monstrous creatures roll an additional D6 for armour penetration (2D6 + Strength) when attacking a vehicle in close combat.

Profiles:

Unit WSBSSTWIALdSv
Hive Tyrant

5

3

5

6

4

5

3

10

3+

Abilities
Fearless:

Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping.

Note: units with the Fearless ability are subject to the No Retreat! rule.

Synapse Creature:

Tyranids within 12" of a Synapse Creature gain Fearless - the units never fall back and automatically pass any moral or pinning tests.

Tyranids within synapse range are immune to instant death caused by weapons with a Strength double the creature's Toughness. Note that this does not apply to Ripper Swarms.

A Synapse creature is able to cause all Spore Mines within 24" to detonate in the Shooting Phase (Choose one mine in the cluster as the initial detonation point). Note that this counts as a shooting attack, so it may not shoot or use other psychic powers in the Shooting phase. Other creatures from the same brood may still fire at a different target is desired.

Move Through Cover:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.

Psychic Power
The Horror:

Any enemy unit that wishes to assault a creature with this power must take a Morale test. If the test is failed, the unit may not make an assault this turn.