Carnifexes

Model NameMTSvWLdOC
Carnifexes
105 x 70mm
8"92+ 88+3
Ranged WeaponsRangeABSSAPD
Bio-plasma
assault, blast
12"D34+7-21
Deathspitters with slimer maggots
24"64+7-21
Devourers with brainleech worms
18"124+601
Heavy venom cannon
blast
36"D34+9-23
Spine banks
assault
6"54+501
Stranglethorn cannon
blast
36"D6+14+7-12
Melee WeaponsRangeAWSSAPD
Carnifex crushing claws
Melee44+12-3D6+1
Carnifex extra scything talons
extra attacks
Melee24+9-23
Carnifex scything talons
Melee64+9-23
Chitinous claws and teeth
Melee44+601
Keywords:
Tyranids, Monster, Great Devourer, Carnifexes

Abilities

Blistering Assault:Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit lost one or more wounds as a result of those attacks, this unit can make a Blistering Assault move. If it does, roll one D6, adding 2 to the result: each model in this unit can be moved a distance in inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. Each unit can only make one Blistering Assault move per phase.
Core:
Deadly Demise 1
Faction:
Synapse
Synapse

Wargear Options

Any number of models can each have their Carnifex extra scything talons replaced with one of the following:
  • 1 deathspitters with slimer maggots
  • 1 devourers with brainleech worms
  • 1 heavy venom cannon
  • 1 stranglethorn cannon
  • 1 Carnifex crushing claws
Any number of models can each have their Carnifex scything talons replaced with one of the following:
  • 1 deathspitters with slimer maggots
  • 1 devourers with brainleech worms
  • 1 Carnifex crushing claws
Any number of models can each be equipped with 1 bio-plasma.
Any number of models can each be equipped with 1 spine banks.

Wargear Abilities

Unit Composition

1-2 Carnifexes
Every model is equipped with: Carnifex scything talons; Carnifex extra scything talons; chitinous claws and teeth.

Costs

1 model - 90pts
2 models - 180pts

Leader

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.