| Abilities |
|---|
| Spawn Termagants:
A Tervigon can spawn Termagants in the Tyranid Movement phase before it has moved - even if it is locked in assault. If it does so, roll 3D6. Place a new unit of Termagants such that no model is more than 6" from the Tervigon - the size of the unit is equal to the total rolled. Models in this new unit cannot be placed in impassable terrain, or within 1" of enemy models. If you cannot place some of the models due to enemy proximity, impassable terrain or simply because you have run out of models, the excess is destroyed. The spawned unit may then move, shoot and assault normally. A unit spawned by a Tervigon is identical in every way to a Termagunt unit chosen from the Troops section of the force organisation chart, and is treated as such for all scenario special rules. Models in a spawned unit have no biomorphs and always carry fleshborers. If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae - the unit is created as normal, but the Tervigon may not attempt to spawn further units for the rest of the game. |
| Brood Progenitor:
All units of Termagants, spawned or otherwise, within 6" of a Tervigon can use the Tervigon's Leadership for any tests they are required to make. They also gain the benefits of the Tervigon's toxin sacs and adrenal glands (if it has any). In addition, all Termagant units within 6" of the Tervigon have the Counter-attack special rule. Should a Tervigon be slain, every Termagant brood, spawned or otherwise, within 6" immediately suffers 3D6 Strength 3, AP- hits. |
| 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. |
| Psyker:
Psykers can use one psychic power per player turn. To use a psychic power successfully the psyker must pass a Psychic test, which is a normal Leadership test. Note that this test must always be made on the psyker’s own Leadership value. Even where Leadership tests would normally be taken on the value of another model, tests for using psychic powers are always taken using the psyker’s own Leadership. If the result of a Psychic test is either a double 1 or double 6 this indicates that something horrible has happened to the psyker. The psyker suffers 1 wound with no armour or cover saves allowed. Invulnerable saves are allowed, but the power of the Warp is so great that successful saves must be re-rolled. Note that a psyker who rolls double 1 will still use his power, even if he is wounded or killed as a result. Psychic powers that take the form of shooting attacks are very common. Using a psychic shooting attack counts as firing a ranged weapon (an assault weapon, unless specified otherwise). So, for example, the psyker must be able to see his target unit, cannot be locked in combat, or must not have run in the Shooting phase if he wishes to use a psychic shooting attack. In the same way, if a psyker targets a unit with a psychic shooting attack, then he can only assault that unit in the ensuing Assault phase. Even if a psyker has a special rule allowing him to use more than one psychic power per turn, he can use only one psychic shooting attack (as models can fire only one ranged weapon per turn). However, if he is allowed to fire more than one ranged weapon per turn, he can replace the firing of any of the weapons he is allowed to fire with a psychic shooting attack (but still cannot use the same power twice in a turn). |
| 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 | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Tervigon | 3 | 3 | 5 | 6 | 6 | 1 | 3 | 10 | 3+ |
| Melee Weapons |
|---|
| Claws and Teeth:
Models with claws and teeth count as having a normal close combat weapon. |
| Psychic Power |
|---|
| Dominion:
This psychic power is used at the beginning of your turn, before any Instinctive Behaviour tests are rolled. If successful, the Tervigon's synapse range is increased to 18" until the beginning of the next friendly turn. |