Tyranid Prime

(Entry)
Type: unit
EntryId: 6a43-eb42-9048-43cb
Hidden: false
Costs: 80 Points
Options (3)
Take any of the following:

Profiles:

Abilities
Alpha Warrior:

If a Tyranid Prime joins a unit of Tyranid Warriors then the entire unit uses the Tyranid Prime's Weapon Skill and Ballistic Skill. Thiese benefits are immediately lost if the Tyranid Prime is slain or leaves the unit.

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
Tyranid Prime

6

4

5

5

3

5

4

10

3+

Used By (1)
Tyranids(Catalogue)