This section details army special rules including
Tyranids Special Rules and
Warlord Traits.
Tyranids Special Rules
Instinctive Behaviour
| Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts. |
This special rule is always followed, in brackets, by a type: either
Lurk,
Hunt or
Feed, which corresponds to a table below. At the beginning of each of your turns, all Codex:
Tyranids units with this special rule that are outside of the synapse range of any friendly
Synapse Creatures (see below) must take a
Leadership test unless they are:
engaged in combat,
falling back, have
gone to ground or
arrived from reserve this turn. If the test is passed, the unit acts normally during this turn. If the test is failed, the unit must roll a D6 on the appropriate Instinctive Behaviour table. The effects of the result rolled last until the beginning of your next turn, unless specified otherwise.
Feed
| D6 | Result | | 1-3 | Cannibalistic Hunger: On the verge of starvation and desperate to sate their gnawing hunger, the Tyranids turn upon themselves. The unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP`-`. Wounds are allocated by the owning player and armour saves (but not cover saves) may be taken. After resolving casualties (if any) the unit can do nothing else until the end of its turn. Units consisting of only a single model treat this result as Devour (below), instead. | | 4-5 | Devour: Driven by their instincts, the Tyranids hurl themselves at the closest prey they can find, teeth and claws eager to bite into flesh. In the Shooting phase, the unit cannot shoot or Run. In the Assault phase, if the unit is able to declare a charge, it must do so against the closest viable enemy unit. If the unit cannot declare a charge, it does nothing in the Assault phase. | | 6 | Kill: The brood’s ravenous hunger sends them into a murderous frenzy. This follows all the rules for Devour (above). In addition, the unit gains the Rage special rule. |
|
Hunt
| D6 | Result | | 1-3 | Burrow and Hide: Without the Hive Mind’s direction, the brood burrows to protect itself from enemy fire. The unit immediately Goes to Ground. Units that contain at least one model with the Fearless special rule treat this result as Prowl (below), instead. | | 4-5 | Prowl: The Tyranids’ instincts take over and they advance in search of foes to hunt with their bio-weapons. In the Shooting phase, the unit cannot Run and must instead shoot at the closest enemy unit that is within range and line of sight of at least one model in the Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the Shooting phase. The unit cannot charge in the Assault phase. | | 6 | Destroy: The brood catches the scent of fresh prey on the wind and they become hyper-actively agitated, bio-weapons spitting death until the prey is utterly destroyed. This follows all the rules for Prowl (above). In addition, the unit gains the Preferred Enemy special rule. |
|
Lurk
| D6 | Result | | 1-3 | Survive: The Tyranids’ survival instincts take over and they turn tail and flee the battlefield. The unit is treated as having failed a Morale test and must immediately Fall Back. | | 4-5 | Seek Cover: The brood immediately seeks out shelter to hide from the enemy, ignoring the foe until they are safely concealed from their eyes. In the Movement phase, the unit is not slowed by difficult terrain, though its models must take Dangerous Terrain tests as normal. In the Shooting phase, the unit can Run or shoot. If the unit shoots, models in open ground cannot shoot (models that are in open ground but are in base contact with another type of terrain can shoot normally). | | 6 | Stalk: The Tyranids blend seamlessly into the shadows, stalking their prey from safety until the right time to strike presents itself. This follows all the rules for Seek Cover. In addition, the unit gains the Stealth special rule. |
|
Shadow in the Warp
| The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers. |
All enemy units and models with the
Psyker,
Psychic Pilot or
Brotherhood of Psykers special rules suffer a -3 penalty to their Leadership whilst they are within 12" of one or more models with the Shadow in the Warp special rule.
Synapse Creature
| Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm. |
Models with the Synapse Creature special rule have a
synapse range of 12". Friendly Codex:
Tyranids models within this synapse range, including the Synapse Creatures themselves, have the
Fearless special rule. If a unit from Codex: Tyranids is
falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically
Regroups.
Special Rules
‘It’s after me!’
Nominate an enemy
character at the beginning of the game and roll a D3. Whilst
Deathleaper is alive, that model’s Leadership is reduced by the result.
‘Where is it?’
Enemy models can only fire
Snap Shots when targeting
Deathleaper.
Alien Cunning
Whilst the
Swarmlord is alive, you must add 1 to your
Reserve Rolls.
Alpha Leader
Any friendly unit within 12" of
Old One Eye can choose to use Old One Eye’s Leadership for any
Morale or
Leadership tests they are required to make.
Alpha Warrior
All
Tyranid Warriors or
Tyranid Shrikes in the same unit as a
Tyranid Prime use its Weapon Skill and Ballistic Skill rather than their own, unless their own would be higher for any reason.
Assimilate
If this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the
Maw-claws of Thyrax gains the
Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.
Berserk Rampage
For every successful
To Hit roll that
Old One Eye makes in close combat (excluding those from its
thresher scythe), it may immediately make one additional Attack against the same unit. These additional Attacks do not confer extra Attacks.
Blade Parry
The Swarmlord has a 4+
invulnerable save against Wounds caused by
Melee weapons.
Blind Rampage
If a
Hive Tyrant (or
The Swarmlord) is killed whilst part of a unit of
Tyrant Guard (see the
Shieldwall special rule, below), from the end of that turn the surviving Tyrant Guard have the
Furious Charge and
Rage special rules for the remainder of the battle.
Bounding Leap
Units entirely composed of models with this special rule
Run an additional 3" (this will normally be D6+3").
Brood Progenitor
All
Termagants in units within 12" of the
Tervigon have the
Counter-attack special rule.
Burrow
An unengaged
Mawloc can, at any point during its
Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into
Ongoing Reserves. A Mawloc cannot
Deep Strike and Burrow in the same turn.
Chameleonic Skin
A
Lictor does not
scatter when arriving from
Deep Strike Reserve.
Feeder-beast
If a
Haruspex inflicts at least one unsaved Wound in the
Assault phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.
Floating Death
Spore Mines move 3" in the
Movement phase and, when they
Run or charge, move half the distance rolled. Spore Mines are never slowed by
difficult terrain, but must take
Dangerous Terrain tests as normal.
Spore Mines do not attack in close combat. Instead, at the
Initiative 10 step, the entire cluster detonates! To resolve this, centre the
large blast marker over any one of the unit’s Spore Mines. Every other unit (friend or foe) under the blast marker suffers a number of hits equal to the number of its models under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Spore Mine in the detonating cluster (to a maximum of Strength 10). These hits are resolved at AP4 and ignore
cover saves. Once all hits have been resolved, remove all models in the
Spore Mine Cluster from play as casualties.
Hive Commander
For each
Hive Tyrant in your army with this upgrade, choose a single
troops selection from the same
detachment. All models in the selected unit gain the
Outflank special rule.
Homing
Impaler cannons can be fired at targets out of the unit’s
line of sight.
Indescribable Horror
Units taking a
Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.
Life Drain
Any
To Wound roll of a 6 made by this weapon has the
Instant Death special rule.
Living Battering Ram
When this model charges, it inflicts D3
Hammer of Wrath Attacks, rather than just 1.
Living Bomb
Spore Mine Clusters are non-scoring, non-denial units. They do not award
Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a
Floating Death detonation) are not counted when
determining assault results.
Old Adversary
This
Hive Tyrant re-rolls all failed
To Hit and
To Wound rolls of 1 when fighting in close combat.
Pheromone Trail
If a friendly unit with the
Tyranids Faction arrives on the battlefield via
Deep Strike, it will not
scatter so long as the first model in the unit is placed within 6" of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.
Plasma Scream
Place the hellstorm
template so that the narrow end is touching the base of one of the
Carnifexes taking part in the attack. X is equal to the number of Carnifexes that are taking part. For example, if three Carnifexes were taking part, the plasma scream would have a Strength of 7.
Psychic Brood
A
Zoanthrope brood follows all the rules for
Brotherhood of Psykers except that the unit has a
Mastery Level of 2. In addition, if a brood of Zoanthropes uses the
Warp Blast power, the number of shots fired is equal to the number of Zoanthropes in that brood.
For example, a brood of three Zoanthropes that successfully manifested Warp Blast would treat both the Burst and Lance profiles as Assault 3.
Raking Strike
A
Hive Crone’s Vector Strike is resolved at Strength 8.
Rapacious Hunger
In the turn in which a
Haruspex charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack. These bonus Attacks cannot generate further Attacks. Wounds that inflict
Instant Death only generate one bonus Attack. Note that Wounds caused by its
Hammer of Wrath,
acid blood or
tail biomorph do not benefit from this rule.
Seeking
If a model makes a shooting attack with this weapon against either a
Zooming Flyer or a
Swooping Flying Monstrous Creatures, it re-rolls failed
To Hit rolls made with this weapon.
Shieldwall
A single
Hive Tyrant (or
The Swarmlord) may join a unit of
Tyrant Guard exactly as if it were an
Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes
Look Out, Sir rolls.
Sonic Screech
When a
Harpy charges into combat, all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that
Assault phase.
Spawn Termagants
At the end of your
Movement phase, a
Tervigon can spawn
Termagants, even if it is
locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. 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 the restrictions above or because you have run out of Termagant models, the excess is discarded.
The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or
Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the
Troops section of the army list, and is treated as such for all
mission special rules. Models in a spawned unit are armed with
fleshborers and may not purchase options.
If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.
Spore Bomb
Unlike other weapons,
Spore Mine cysts are used during the
Movement phase. A
Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following
Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be
Swooping. After the Harpy has finished moving, centre the
large blast marker on any one model the Harpy has passed over that turn and
scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.
Spore Burst
If, when the final position of the first
blast marker in the
barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models anywhere under the blast marker so that they are in
unit coherency and not within
impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a
Spore Mine Cluster for the rest of the game.
| |
|
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Sv |
Unit Type | |
| | Spore Mine |
- |
- |
1 |
1 |
1 |
1 |
- |
1 |
- |
Infantry | |
|
|
Spore Cloud
All friendly models with the
Tyranids Faction that are within 6" of at least one
Venomthrope have the
Shrouded special rule.
Subterranean Assault
If, when a
Trygon (or
Trygon Prime) deploys via
Deep Strike, it
scatters on top of
impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid
Infantry unit that
arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.
If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in
unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or
Run.
Swallow Whole
If
The Red Terror hits with at least four of its close combat attacks in a single phase (excluding its
prehensile pincer attack), you may nominate a single enemy
Infantry,
Jump Infantry or
Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.
If you choose to do so, no
To Wound rolls are made for any of the Red Terror’s Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single
invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after
rolling To Hit. Enemy models with either the
Very Bulky or
Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must
roll To Wound normally.
Swarm Leader
At the beginning of your turn, choose either the
Swarmlord’s unit, or one friendly unit with the
Tyranids Faction within 18" of the Swarmlord. Then, choose one of the following special rules:
Furious Charge,
Monster Hunter, or
Preferred Enemy. The chosen unit has that special rule until the end of the turn.
Swiftstrike
A model attacking with this weapon has a +3 bonus to its Initiative during the
Fight sub-phase.
Symbiotic Targeting
If an
Exocrine does not move in its
Movement phase, it gains a +1 bonus to its Ballistic Skill until the end of its turn. An Exocrine cannot
declare a charge during the same turn that it uses this special rule.
Synaptic Backlash
If a
Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of
Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP`-` hits equal to the result.
Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.
Terror From the Deep
When arriving from
Deep Strike Reserve, a
Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for
scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the
Deep Strike Mishap table. Instead, place the
large blast marker directly over the spot the Mawloc is deep striking onto. All units except
Flyers and
Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the
Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For
Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against
vehicles are resolved against their side armour.
If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, roll on the Deep Strike Mishap table.
The Scuttling Swarm
For every
Termagant Brood of 30 models included in a
detachment, you can include one
Tervigon as a
troops choice instead of an
HQ choice in that detachment.
Volatile
If a
Pyrovore is slain by a Wound that inflicted
Instant Death, every unit suffers a Strength 3 AP`-` hit for each model (excluding Pyrovores) within D6" of the slain Pyrovore (resolve damage before removing the Pyrovore as a casualty).
Warp Field
A model with this rule has a 3+
invulnerable save.
Agile

In the
Shooting phase, this model can choose to either:
- Fire all available weapons.
- Fire a single weapon and then Run.
- Fire no weapons at all and Run twice.
Bio-titan Warp Field

The Hierophant has a 6+
invulnerable save.
Gargoyle Brood

The Harridan may act as an
Open-topped Transport for a single brood of up to 20
Gargoyles. If the Harridan is slain while Gargoyles are being transported, each Gargoyle takes an
Initiative test. Those that fail the Initiative test are removed as casualties. Then, remove the Harridan model and place the surviving Gargoyles in the space it used to occupy, more than 1" from any enemy models. The brood acts normally from then on.
Infested Ruins

Phodian Hive Warriors do not suffer the penalty to their Initiative for
charging through ruins but fight at their normal Initiative. Furthermore, models without the
Tyranids Faction treat all ruins terrain within 12" of a Phodian Hive Warrior as
dangerous terrain.
Wall of Fire

This ranged attack automatically targets and hits all enemy units (including
Flyers and
Flying Monstrous Creatures) within the attack’s maximum range, regardless of
line of sight, being
locked in combat, intervening models/terrain and so on.
Drifting Death

Tyrannocytes cannot
Run or
charge. They can
consolidate but may not make a
Sweeping Advance.
Hypertoxic

Any hit inflicted by this model that has the
Poisoned special rule (including any hits caused by its
choking cloud) gains the
Instant Death special rule on a
To Wound roll of a 6.
Immobile Pod

A model with this special rule cannot move. It can never
go to ground (voluntarily or otherwise) and cannot
consolidate or make a
sweeping advance.
Instinctive Fire

Each weapon on this model automatically fires at the nearest enemy unit within range and
line of sight. The shots are resolved at the end of the
Shooting phase before
Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.
Massive Floating Bomb

Each
Mucolid Spore uses the
Floating Death and
Living Bomb rules that apply to
Spore Mines. All references to Spore Mines and
Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4. Increase the Strength of the attack for additional Mucolid Spores as for Spore Mines.
Predatory Sentience

When making
armour penetration rolls against
vehicles that are
Open-topped or that have lost 1 or more of their Hull Points this weapon has the
Armourbane special rule.
Psychic Barrier

A model with this special rule has a 5+
invulnerable save.
Psychic Resonator

Any friendly
Synapse Creature within 6" of this model adds 6" to its
synapse range.
Skyblast

Mucolid Spore Clusters are allowed to assault
Zooming Flyers or
Swooping Flying Monstrous Creatures. If they do so successfully then they will explode as described in the
Floating Death special rule, hitting the target automatically, with Strength and AP as described in
Massive Floating Bomb special rule. Hits on Zooming Flyers are always resolved against the target model’s side armour.
Spore Node

A model with this special rule can produce a
Spore Mine Cluster with three Spore Mines in the
Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in
unit coherency and not in
impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.
Once per battle, a
Sporocyst can produce a single
Mucolid Spore instead of a Spore Mine Cluster. This is placed in the same way as a Spore Mine Cluster.
Transport Spore

A
Tyrannocyte does not use up a slot on the
Force Organisation Chart. It can carry a single unit with the
Tyranids Faction and has a
Transport Capacity of 20 –
Monstrous Creatures count as 20 models for the purposes of Transport Capacity. Declare which unit is being carried during
deployment.
A Tyrannocyte always enters play using the
Deep Strike rules. If, when a Tyrannocyte Deep Strikes, it
scatters on top of
impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.
Once a Tyrannocyte Deep Strikes, a unit carried by it must
disembark. Place the unit such that every model is wholly within 6" of the Tyrannocyte and none are within 1" of an enemy or within impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or
charge in the same turn it disembarks, but can
shoot or
Run. No unit can embark inside a Tyrannocyte for the rest of the game.
Psychic Brood

If a Zoanthrope Brood uses the
Warp Blast power the number of shots fired is equal to the number of Zoanthropes and Neurothropes in that brood.
Warlord Traits
When generating its
Warlord Traits, a Tyranid Warlord may either roll on one of the
Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
| D6 | Warlord Traits |
| 1 | Nature’s Bane| Clouds of microscopic Tyranid organisms swarm around this Warlord, inveigling their way into local flora and creating flesh-eating horrors. | At the beginning of each of your Movement phases, you may select one Twisted Copse within 12" of your Warlord. That Twisted Copse becomes Dangerous Terrain and remains so for the remainder of the game. |
| 2 | Heightened Senses| This Warlord can sense its prey in pitch blackness or through dense smoke. | The Warlord, and all friendly models from Codex: Tyranids within 12" of it, have the Night Vision special rule. |
| 3 | Synaptic Lynchpin| This Warlord is a strong link in the synapse chain, enacting the Hive Mind’s will. | The Warlord’s synapse range is 18". If your Warlord does not already have the Synapse Creature special rule, it instead gains the Synapse Creature special rule and has a synapse range of 6". |
| 4 | Mind Eater| This Warlord devours the minds of enemy leaders and generals so that the Hive Mind can absorb its prey’s memories, learn its strategies and adapt its own battle plans accordingly. | Your army gains 2 Victory Points for each enemy model with the Independent Character special rule slain by your Warlord in a challenge. Killing an Independent Character as the result of a sweeping advance does not award these Victory Points. |
| 5 | Digestive Denial| This Warlord can ascertain a site that will prove strategically important to its prey, and then compel acidic digestion pools to develop beneath it. | After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in the enemy deployment zone (this may not be one your opponent has purchased as part of their army). The terrain piece’s cover save is reduced by one for the duration of the game (to a minimum of 6+). Note that a piece of terrain can only be affected by this ability once. |
| 6 | Adaptive Biology| This Warlord has been created to adapt against the weaponry used by the current prey world’s defenders. | If the Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule at the beginning of its next Movement phase and keeps it for the remainder of the game. |
Innate Understanding

| This Warlord has been engineered so that it instinctively knows the best methods of defeating its enemies. |
This
Warlord has the
Preferred Enemy special rule.
Leviathan Warlord Traits

When generating its Warlord Traits, a Tyranid
Warlord may choose to roll on the table below instead of on
those found in Warhammer 40,000: The Rules or
Codex: Tyranids.
| D6 | Warlord Traits |
| 1 | Cunning Foe| This Warlord has been endowed with highly sophisticated cognitive powers. | The Warlord has the Infiltrate special rule. |
| 2 | Innate Understanding| This Warlord has been genetically engineered to know the best methods of defeating its enemies. | The Warlord, and any unit it joins, has the Preferred Enemy special rule. |
| 3 | Evolving Strategy| The Hive Mind has learnt the methods of the enemy, and can swiftly counter them. | You must add l to all Reserve rolls. |
| 4 | Mind Eater| This Warlord devours the minds of enemy leaders and generals so that the Hive Mind can absorb its prey’s memories, learn its strategies and adapt its own battle plans accordingly. | Your army gains 2 Victory Points for each enemy model with the Independent Character special rule slain by your Warlord in a challenge. Killing an Independent Character as the result of a sweeping advance does not award these Victory Points. |
| 5 | Digestive Denial| This Warlord can ascertain a site that will prove strategically important to its prey, and then compel acidic digestion pools to develop beneath it. | After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in the enemy deployment zone (this may not be one your opponent has purchased as part of their army). The terrain piece’s cover save is reduced by one for the duration of the game (to a minimum of 6+). Note that a piece of terrain can only be affected by this ability once. |
| 6 | Adaptive Biology| This Warlord has been created to adapt against the weaponry used by the current prey world’s defenders. | If the Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule at the beginning of its next Movement phase and keeps it for the remainder of the game. |