The Parasite of Mortrex

(Unit)
Type: unit
Category: HQ
Categories: HQ
LinkId: 2822-d1f9-5b0e-dac7
Hidden: false
Costs: 160 Points

Constraints:

max: 1
Options (1)
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Abilities
Host Organism:

Ripper Swarms that are within 24" of the Parasite of Mortrex ar the beginning of the turn do not need to test for Instinctive Behaviour.

Implant Parasite:

Your opponent must take a Toughness test for each model removed as a casualty because of Wounds inflicted by the Parasite of Mortrex. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm unit with a number of bases equal to the sum total of all the dice rolled such that all bases are within 6" of the Parasite of Mortrex. Any bases that cannot be placed due to impassible terrain, enemy within 1" or because you have run out of models, are lost.

"The Sarge is Acting Strangely":

Every enemy infantry unit that arrives using the outflank ability may harbout a squad member infested with Ripper parasites. At the end of their Movement phase, one model in each of these units (owning player's choice) must take a Toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper Swarm unit consisting of D6 bases anywhere within 6" of the victim. If the victim was inside a transport vehicle it is assumed he staggered out before dying. Any bases that cannot be placed due to impassable terrain, enemy within 1" or because you have run out of models, are lost.

Synapse Creature:

Synapse Creatures and Tyranid units that are within 12" of a Synapse Creature are said to be within Synapse range. A unit that is within Synapse range is not subject to the Instinctive Behaviour rule and gains the Fearless rule. If a unit that is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Shadow in the Warp:

Any enemy Psyker that takes a Psychic test within 12" of a Tyranid with the Shadow in the Warp special rule must take the test on 3D6 and will suffer a Perils of the Warp attack on the roll of any double 1 or double 6.

Unit WSBSSTWIALdSv
The Parasite of Mortrex

5

3

6

4

3

6

4

10

3+

Wargear
Implant Attack:

Any To Wound roll of a 6 by a model with an implant attack in close combat will inflict Instant Death, regardless of the opponent's Toughness.

Wings:

Models equipped with wings move in the same way as Jump Infantry.

Melee Weapons
Rending Claws:

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

Used By (1)
Tyranids(Catalogue)