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CodexTyranidsAssimilation Swarm

Assimilation Swarm

2 DP

Detachment Rule: Feed the Swarm

Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey worlds slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims. In your Command phase , each HARVESTER unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following: One model in that unit regains up to D3+1 lost wounds. One destroyed INFANTRY model (excluding CHARACTERS ) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.

Assimilation Swarm

Force Disposition: PRIORITY ASSETS Detachment Points: 2

Enhancements

Biophagic Flow (10pts)

Instinctive Defence (15pts)

Parasitic Biomorphology (25pts)

Regenerating Monstrosity (20pts)

Stratagems

ABLATIVE CARAPACE

Cost: 2CP Type: Epic Deed Stratagem Detachment: Assimilation Swarm

These organisms have employed consumed minerals to exude an additional hardened protective layer over their chitinous armour. WHEN: Your opponent’s Shooting phase or the Fight phase , just after an enemy unit has selected its targets. TARGET: One HARVESTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.

BROODGUARD IMPULSE

Cost: 1CP Type: Epic Deed Stratagem Detachment: Assimilation Swarm

Should a foe successfully slay one of the swarm’s assimilation organisms, they only mark themselves as a priority for predation and consumption in turn. WHEN: Any phase. TARGET: One HARVESTER unit from your army that was just destroyed . You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll .

RECLAIM BIOMASS

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Assimilation Swarm

Dead Tyranids are consumed and reconstituted by the swarm just as readily as the lifeless carcasses of their prey. WHEN: Any phase, when a TYRANIDS unit from your army is destroyed , before the last model in it is removed from play. TARGET: One HARVESTER unit from your army that is within 6" of that destroyed unit. EFFECT: Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm ).

SECURE BIOMASS

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Assimilation Swarm

When rich sources of biomass are identified the warrior organisms of this swarm will stop at nothing to destroy resistance and claim them. WHEN: Fight phase . TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase. EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a HARVESTER unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.

TYRANNOFORMED

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Assimilation Swarm

Swarms of diminutive Tyranid phage organisms carpet even the most vital strategic assets, steadily breaking them down for assimilation. WHEN: Command phase . TARGET: One HARVESTER unit from your army that is within range of an objective marker you control. EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.