Harpy

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: 694e-64f0-7d9f-5514
Hidden: false
Costs: 160 Points
Options (3)
Rules (2)
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.
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
Sonic Screech:

On any turn in which a Harpy charges into close combat, it counts as if it is equipped with assault grenades. In addition, any non-vehicle unit that is charged by a Harpy must halve its Initiative value (rounding up) for the remainder of that Assault phase.

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.

Living Bomb:

Each Spore Mine model is treated as an individual unit. Spore Mines are always ignored for the purposes of any and all mission objectives. Spore Mines are not subject to Instinctive Behaviour, never go to ground (voluntarily or otherwise), run or fall back. At the beginning of the Tyranid Movement phase, each Spore Mine moves D6" in a direction determined by rolling the scatter dice (Tyranid player chooses the direction if a hit is rolled).

If a Spore Mine suffers a wound, touches an enemy model, impassable terrain, or it ends any Movement phase within 2" of an enemy unit, it immediately explodes. Place the central hole of the large blast marker over the Spore Mine and resolve any hits at Strength 4 and AP 4. Spore Mines that drift off the table or into a friendly unit are immediately removed from play.

Unit WSBSSTWIALdSv
Harpy

3

3

5

5

4

5

2

10

4+

Spore Mine

-

-

1

1

1

1

-

1

-

Melee Weapons
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.

Weapons RangeStr.APType
Spore Mine Cysts

N/A

4

4

Assault D3, Large Blast

If, after the final position of the first template in the barrage has been determined, there are no enemy models within 6" of the central hole, do not resolve the attack but instead place D3 Spore Mines in base contact with each other on the spot where the central hole would have landed. These then follow the rules for Spore Mines.

Wargear
Wings:

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

Used By (1)
Tyranids(Catalogue)