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CP - Tyranids - The Vardenghast Swarm 10.2

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COMBAT PATROL: TYRANIDS

THE VARDENGHAST SWARM


Categorised an alpha-class threat by Imperial cryptosavants after a series of brutal battles along the
Vardenghast Line, this swarm of Tyranid warrior organisms has reaped a bloody toll of Human prey.
Flowing into the fight like a single, many-bodied entity, these vicious aliens swiftly close the distance
to their enemies before riddling them with gruesome bio-ammunition or tearing them limb from limb.

This Combat Patrol includes the units shown below.

A (1Terror of Vardenghast D Barbgaunts


model) (5 models)
■ This model is equipped with: Prime talons. ■ Every model is equipped with: barblauncher;
chitinous claws and teeth.
B (1Psychophage
model) E Von Ryan’s Leapers
■ This model is equipped with: psychoclastic (3 models)
torrent; talons and betentacled maw. ■ Every model is equipped with: Leaper’s talons.

Termagants
C (20 models)
■ Every model is equipped with: fleshborer;
chitinous claws and teeth.

Leaper’s talons

Barblauncher

Barbgaunt Von Ryan’s Leaper

1
Fleshborer

Termagants

B
E

C
COMBAT PATROL: TYRANIDS
THE VARDENGHAST SWARM
ABILITIES ENHANCEMENTS

The datasheets required to use the Vardenghast Swarm can be Your Winged Tyranid Prime model is your Warlord and has
found on the following pages, and are designed exclusively for the Psychostatic Veil Enhancement. You can replace this with
Combat Patrol games. A unit’s datasheet will list all the abilities Secretion Goad.
it has. This will include a Faction ability – Synapse – that is
referenced on each unit’s datasheet. You can also use the Shadow DEFAULT ENHANCEMENT
in the Warp ability. Both of these abilities are described below.

SYNAPSE PSYCHOSTATIC VEIL


Some Tyranids serve as synaptic conduits or nodal relays through Grotesque neuro-symbiotes squirm through the
which a portion of the Hive Mind’s iron will flows, overriding the encephalitic meat of this organism’s cranial node. They
natural instincts of the swarm to direct the teeming warrior-beasts emit a nauseating barrage of localised psychostatic that
to function as a single, gestalt organism on the battlefield. triggers dread, revulsion and visual hallucinations in
nearby prey. Foes whose only chance is to steady their aim
While a Tyranids unit from your army is within 6" of one or and strike true against this vile monster instead stagger
more friendly Synapse models, that Tyranids unit is said to be back, weapons falling from shaking hands, survival
within Synapse Range of those models and of your army. Each instincts drowned by a flood of panic and pain.
time a Tyranids unit from your army takes a Battle-shock test,
if it is within Synapse Range of your army, take that test on 3D6 The bearer has the Lone Operative ability and a 4+
instead of 2D6. invulnerable save. In addition, each time a melee attack
targets the bearer, subtract 1 from the Hit roll.
SHADOW IN THE WARP INVULNERABLE SAVES: Never modified by an attack’s AP.
Tyranids flood the battlefield with the psychic signature of the The controlling player can choose to use either a model’s
hive fleet, an icy, alien dread that gnaws at the minds of their invulnerable save or its Save characteristic.
prey and smothers even the most stalwart courage. When faced
LONE OPERATIVE: Unless part of an Attached unit, this unit
with such unfathomable horror, many are driven insane or suffer
can only be selected as the target of a ranged attack if the
catastrophic neural damage.
attacking model is within 12”.
Once per battle, in either player’s Command phase, if one
or more units from your army with this ability are on the
battlefield, you can unleash the Shadow in the Warp. When OR
you do, each enemy unit on the battlefield must take a
Battle-shock test.
OPTIONAL ENHANCEMENT

SECRETION GOAD
By palpitating a bio-implant within its thoracic cavity, this
creature is able to trigger a surge of hyper-acidic secretions
in the venom glands of nearby warrior organisms. Battle
armour and flesh alike bubble and dissolve under this
sudden caustic onslaught.

Once per turn, when a friendly Tyranids unit within


6" of the bearer is selected to shoot or fight, the bearer
can use this ability. If it does, until the end of the phase,
improve the Armour Penetration characteristic of
weapons equipped by models in that friendly unit by 1.

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SECONDARY OBJECTIVES STRATAGEMS

You will use the Alpha Xenoform secondary objective. You can You can use the following Stratagems:
replace this with Chitinous Tide.

HYPER-REACTIVE
DEFAULT SECONDARY OBJECTIVE THE VARDENGHAST SWARM – BATTLE TACTIC STRATAGEM

Inhumanly swift reaction times and tensile muscle-spasms


ALPHA XENOFORM allow the warrior organisms to weave and dodge around their
This organism is linked to the ineffable alien might of the foes’ attacks.
Hive Mind and serves as a conduit of its will. There is no WHEN: Your opponent’s Shooting phase or the Fight phase, just
action it takes nor dread deed of butchery it performs that 1CP
after an enemy unit has selected its targets.
does not further – on however minor a scale – the designs TARGET: One Tyranids Infantry unit from your army that
of the wider galactic super-predator. was selected as the target of one or more of the attacking
unit’s attacks.
At the end of each phase, you score 4VP if your Winged EFFECT: Until the end of the phase, each time an attack targets
Tyranid Prime model destroyed one or more enemy your unit, subtract 1 from the Hit roll.
models that phase.
VORACIOUS ASSAULT
THE VARDENGHAST SWARM – BATTLE TACTIC STRATAGEM

Whether by rending their prey apart at close quarters or slaying


them with hails of carnivorous or acidic projectiles at range, the
Tyranids’ every attack serves to render their victims down into
just more biomass to feed the swarm.
WHEN: Your Shooting phase or the Fight phase.
1CP
TARGET: One Tyranids unit from your army that has not been
selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your
unit makes an attack that targets the closest eligible target, you
OR can re-roll the Hit roll.

TEEMING BROODS
OPTIONAL SECONDARY OBJECTIVE THE VARDENGHAST SWARM – STRATEGIC PLOY STRATAGEM

Numerous, expendable and seemingly without number, fresh


CHITINOUS TIDE 1CP
waves of Termagants flow into battle by the minute.
Tyranids attack in living waves of predatory warrior WHEN: The Reinforcements step of your Movement phase.
organisms whose only impulse is to overwhelm and tear
TARGET: One Termagants unit from your army. You can use this
apart their foes. Allowing such an enemy to break through
Stratagem on that unit even if it is destroyed.
your defence lines and choke off your routes of retreat is a
sure way to seal your own doom. EFFECT: If your unit is not destroyed, return up to D6 destroyed
models to it. Otherwise, add a new unit to your army identical
to your destroyed unit, in Strategic Reserves, containing
At the end of your turn, you score 5VP if you control 2D6 models.
one or more objective markers that are within 6" of your
opponent’s deployment zone.

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Combat Patrol Datasheet
TERROR OF VARDENGHAST As a Tyranid Prime, the Terror of Vardenghast possesses all
M T SV W LD OC
the physical and synaptic might of an alpha war-beast while
12" 5 4+ 6 7+ 1 also boasting the frightening speed and manoeuvrability
imparted by its huge leathery wings. Swooping down into
the midst of the foe, it rends and tears until naught remains
but corpses and fleeing prey.

MELEE WEAPONS RANGE A WS S AP D ABILITIES


Prime talons Melee 6 2+ 6 -1 2 CORE: Deep Strike

FACTION: Shadow in the Warp, Synapse

Death Blow: If this model is destroyed by a melee attack, if it


has not fought this phase, roll one D6: on a 4+, do not remove
it from play. The destroyed model can fight after the attacking
unit has finished making its attacks, and is then removed
from play.

DEEP STRIKE: Unit can be set up in Reserves instead


of on the battlefield. Unit can be set up in your
Reinforcements step, more than 9” horizontally away
from all enemy models.

KEYWORDS: Infantry, Character, Fly, Great Devourer, Synapse, Vanguard FACTION KEYWORDS:
Invader, Winged Tyranid Prime, Terror of Vardenghast Tyranids

Combat Patrol Datasheet


PSYCHOPHAGE These monsters stampede into battle with frightening
M T SV W LD OC
speed. They devour any prey organism in their paths, but
8" 9 3+ 10 8+ 3 especially favour those victims with psychic abilities. How
they metabolise such esoteric powers is unclear, but doing
so allows them to project surges of psychocorrosive ash
that deflagrate their victims’ minds and souls.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Psychoclastic torrent [IGNORES COVER, TORRENT] 12" D6 N/A 6 -1 1 CORE: Deadly Demise 1, Feel No Pain 5+

MELEE WEAPONS RANGE A WS S AP D FACTION: Synapse


Talons and betentacled maw Feeding Frenzy: Each time this model makes a melee attack
Melee D6+1 3+ 6 -1 2
[ANTI-PSYKER 4+, DEVASTATING WOUNDS] that targets a unit that is below its Starting Strength, add 1 to
the Hit roll. If that target is also Below Half-strength, add 1 to
the Wound roll as well.
ANTI [Keyword] X+: An unmodified Wound roll of ‘x+’ against a target with the
matching keyword scores a Critical Wound.
CRITICAL Wounds: An unmodified Wound roll of 6. Always successful.
DEVASTATING WOUNDS: A Critical Wound inflicts mortal wounds equal to the weapon’s
Damage characteristic, instead of any normal damage.
DEADLY DEMISE X: When this model is destroyed,
IGNORES COVER: The target cannot have the Benefit of Cover against that attack. roll one D6. On a 6, each unit within 6” suffers ‘x’
mortal wounds.
MORTAL WOUNDS: Each mortal wound inflicted on a unit causes one model in that unit
to lose one wound. No saving throws can be made against mortal wounds (including FEEL NO PAIN X+: Each time this model would lose a
invulnerable saving throws). Mortal wounds inflicted by attacks always apply after any wound, roll one D6: if the result equals or exceeds ‘x’,
normal damage, even if that damage was saved. that wound is not lost.
TORRENT: Attacks automatically hits the target.
FACTION KEYWORDS:
KEYWORDS: Monster, Great Devourer, Harvester, Psychophage Tyranids

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Combat Patrol Datasheet
TERMAGANTS Scuttling predators that attack in huge swarms, Termagants
M T SV W LD OC
were originally spawned to roam the tight arterial passages
6" 3 5+ 1 8+ 2 of hive ships and hunt intruders. They harry their prey with
a hail of firepower, seeking always to outflank and envelop
their victims as they erode their numbers.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Fleshborer [ASSAULT] 18" 1 4+ 5 0 1 FACTION: Synapse

MELEE WEAPONS RANGE A WS S AP D Skulking Horrors: Once per turn, when an enemy unit ends a
Normal, Advance or Fall Back move within 9" of this unit, if this
Chitinous claws and teeth Melee 1 4+ 3 0 1 unit is not within Engagement Range of one or more enemy
units, it can make a Normal move of up to D6".
PATROL SQUADS
At the start of the Declare Battle Formations step, before any units have been set up, this unit can be
split into two units, each containing ten models.

ASSAULT: Can be shot even if the bearer’s unit Advanced.

KEYWORDS: Infantry, Battleline, Great Devourer, Endless Multitude, FACTION KEYWORDS:


Termagants Tyranids

Combat Patrol Datasheet


BARBGAUNTS Barbgaunts are little more than living weapons, their
M T SV W LD OC
bodies and barblaunchers slaved to the will of a pulsating
6" 4 4+ 2 8+ 1 ganglio-parasite that piggybacks them into battle. There,
they unleash volleys of chitinous barbs that detonate with
the fury of violent muscle-spasms and transfix nearby
victims with hails of jagged projectiles.

RANGED WEAPONS RANGE A BS S AP D ABILITIES


Barblauncher [BLAST, HEAVY] 24" D6 4+ 5 0 1 FACTION: Synapse

MELEE WEAPONS RANGE A WS S AP D Disruption Bombardment: In your Shooting phase, after this
unit has shot, select one enemy Infantry unit hit by one or
Chitinous claws and teeth Melee 1 4+ 4 0 1 more of those attacks. Until the end of your opponent’s next
turn, that enemy unit is disrupted. While a unit is disrupted,
subtract 2 from its Move characteristic and subtract 2 from
Advance and Charge rolls made for it.

BLAST: Add 1 to the Attacks characteristic for every five models in the target unit
(rounding down) Can never be used against a target that is within Engagement Range
of any units from the attacking model’s army (including its own).
HEAVY: Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.

KEYWORDS: Infantry, Great Devourer, Barbgaunts FACTION KEYWORDS:


Tyranids

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Combat Patrol Datasheet
VON RYAN’S LEAPERS Stealthy hunters and expert ambushers, Von Ryan’s Leapers
M T SV W LD OC
are swift, agile and especially lethal when fighting in dense
10" 5 4+ 3 8+ 1 terrain. Akin to living mines, they lie in wait at the optimum
locations to cause as much damage as possible. When they
sense the perfect time to strike, they burst forth to butcher
6+ INVULNERABLE SAVE all around in a murderous frenzy.

MELEE WEAPONS RANGE A WS S AP D ABILITIES


Leaper’s talons Melee 6 3+ 5 -1 1 CORE: Fights First, Infiltrators, Stealth

FACTION: Synapse

Pouncing Leap: You can target this unit with the Heroic
Intervention Stratagem for 0CP, and can do so even if
you have already used that Stratagem on a different unit
this phase.

FIGHTS FIRST: Units with this ability that are eligible


to fight do so in the Fights First step, provided every
model in the unit has this ability.
INFILTRATORS: Set up anywhere on the battlefield
that is more than 9” horizontally away from the
enemy deployment zone and all enemy models.
INVULNERABLE SAVES: Never modified by an attack’s AP. The controlling player can STEALTH: Each time a ranged attack is made against
choose to use either a model’s invulnerable save or its Save characteristic. it, subtract 1 from that attack’s Hit roll.

FACTION KEYWORDS:
KEYWORDS: Infantry, Great Devourer, Vanguard Invader, Von Ryan’s Leapers
Tyranids

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