Deathleaper

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: 19ae-1455-4065-1885
Hidden: false
Costs: 140 Points

Constraints:

max: 1

Profiles:

Abilities
Killing Strike:

All of Deathleaper's flesh hooks and close combat attacks count as rending on any To Wound rolls of 5 or 6.

"It's after me!":

Nominate a single enemy character at the beginning of the game as the victim of Deathleaper's psychological attacks. Roll a D3. Whilst Deathleaper is still alive, that model's Leadership is reduced by the result rolled.

"What was that?":

All enemy infantry units within 12" of Deathleaper roll one less dice (to a minimum of one) when moving through difficult terrain.

"Where is it?":

Enemy units wishing to shoot at Deathleaper must first test to see if they can see him following the rules for Night Fighting, halving the distance they roll. (rounding up)

"Where'd it go?":

If Deathleaper ends its Movement phase more than 1" from any enemy model, the owning player can decide that it will blend into the background. If the player elects to do so, remove Deathleaper from the table and place him back into reserve. In the subsequent Tyranid Movement phase, Deathleaper can be re-deployed following the normal rules for Chameleonic Skin

Instinctive Behaviour - Lurk:

see Instinctive Behaviour

A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. in the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is.

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.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

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.

Pheromone Trail:

If a Lictor is on the board at the beginning of the Movement phase, the Tyranid player adds +1 to any of his reserve rolls. In addition, if any unit is deployed using Deep Strike, they may be placed within 6" of a Lictor and will not scatter. This ability does not work if the Lictor itself has arrived from reserve during the same turn.

Stealth:

All of the unit’s cover saves are improved by +1.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability must take an Initiative test. If the test is failed nothing happens and the models remain locked in the fight. If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it consolidates instead.

Unit WSBSSTWIALdSv
Deathleaper

9

3

6

4

3

7

4

10

5+

Wargear
Chameleonic Skin:

Lictors always start the game in reserve, even in missions that do not normally use this rule. When Lictors become available they are placed anywhere on the battlefield that is more than 1" away from any enemy model. Lictors may not move or assault on the turn they arrive, although they can shoot (or run) normally.

Weapons RangeStr.APType
Flesh Hooks

6"

6

-

Assault 2, Rending

A model with Flesh Hooks always strikes in Initiative order when assaulting an enemy in cover.

Melee Weapons
Rending Claws:

Close combat attacks made by models with rending claws gain the Rending ability.

Scything Talons:

A Tyranid model with a single set of scything talons re-rolls any To Hit rolls of a 1 in close combat. A Tyranid model with two sets of Scything talons re-rolls all failed To Hit rolls in close combat.

Used By (1)
Tyranids(Catalogue)