Old One Eye

(Entry)
Type: unit
EntryId: 6f8a-5d1d-1440-5c0f
Hidden: false
Costs: 260 Points
Rules (1)
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.

Profiles:

Abilities
Rapid Regeneration:

At the start of your turn, as long as Old One Eye is still alive, roll a D6 for each Wound lost: for every 5 or 6 rolled, Old One Eye recovers a single lost Wound.

Berserk Rampage:

For every successful To Hit roll that Old One Eye makes in close combat, it may immediately make one additional Attack against the same unit. These additional Attacks do not confer any extra Attacks if they also hit the enemy.

Alpha Leader:

Any friendly units within 12" of Old One Eye may choose to use its Leadership for any Morale or Leadership tests they are required to make.

Instinctive Behaviour - Feed:

see Instinctive Behaviour

A unit that Feeds is subject to Rage. In addition, the unit may not fire any weapons in the Shooting phase, though it may still run, according to the stipulations of Rage.

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 Battering Ram:

A Carnifex gains +2 Initiative during a turn in which it launched an assault.

Unit WSBSSTWIALdSv
Old One Eye

3

3

10

6

4

1

4

8

3+

Melee Weapons
Crushing Claws:

A Tyranid with crushing claws gains an extra D3 Attacks in close combat (rolled for at the beginning of each round of combat) but strikes at Initiative 1, regardless of any modifiers.

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)