The Swarmlord

(Entry)
Type: unit
EntryId: 9e34-863a-97d2-500e
Hidden: false
Costs: 280 Points
Options (1)
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:

Melee Weapons
Bone Sabres:

Bone Sabre's attacks inflict instant death regardless of opponent's Toughness. In addition, any successful invulnerable saves made against hits inflicted by the Bone Sabres must be re-rolled.

Abilities
Psychic Monstrosity:

The Swarmlord has a Synapse range of 18". In addition, the Swarmlord may use two Psychic powers a turn.

Swarm Leader:

At the beginning of your Shooting phase, the Swarmlord can bestow one of the following special abilities onto any one friendly unit within 18": Acute Senses, Preferred Enemy or Furious Charge. These benefits last until the end of your turn.

Alien Cunning:

Whilst the Swarmlord is alive, you must add 1 to any of your reserve rolls. In addition, if any of your units arrive using the outflank ability, you may re-roll the dice to determine which table edge they arrive from.

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 WSBSSTWIALdSv
The Swarmlord

9

3

6

6

5

6

4

10

3+ (4+ Invulnerable)

Psychic Power
The Horror:

This is a psychic shooting attack that automatically hits a single non-vehicle enemy unit within 12". That unit must immediately take a Morale check or fall back. This has no effect on enemy units that have the Fearless special rule.

Leech Essence:

This is a Psychic shooting attack that automatically hits a single non-vehicle enemy unit within 12". The target immediately suffers D3, Strength 3, AP2 hits. The Bearer recovers a single lost Wound for each wound inflicted using this power, up to its starting number of Wounds.

Paroxysm:

This is a psychic shooting attack that automatically hits a single non-vehicle enemy unit within 12". That unit must reduce its Weapon Skill and Ballistic Skill to 1 until the beginning of the Bearer's next turn.

Psychic Scream:

This is a Psychic shooting attack that automatically hits all non-vehicle enemy units within 2D6" of the Bearer. All units must immediately take a Leadership test. If they fail the test they suffer a single wound for each point they failed by, with no armour saves allowed.

Used By (1)
Tyranids(Catalogue)