SPECIAL RULES
Regeneration: Any Zerg unit with more than one wound regains one wound, up to its maximum, at the end of each Zerg turn. Killed Zerg stay dead, however.
Burrow: Burrow is an ability that gives several powers to a unit that has it. Firstly, any Zerg unit that can burrow can begin play held in reserves, and deep strike in starting in the second turn. Unlike regular Deep Strike, however, the Zerg can shoot and Assault, but not move, after they pop out of the ground. After they have first deployed, or any time if they don't use Deep Strike deployment, the Zerg can burrow again, as its movement action, and hide from attackers. Those who want to shoot at a burrowed unit need to roll to see it first, needing a 5+ on a d6 roll. If the squad can be seen, they are fired at normally, but receive a 2+ cover save, as they are completely submerged. If the roll fails, the opponent can't shoot at them, and misses the opportunity to fire on another squad in the confusion. Also, unburrowing does not count as having moved for heavy weapons. While underground, the only thing most Zerg can do is regenerate, assuming they have that ability, but if they are having difficulty with an assault, they may burrow during their next movement phase, thus giving themselves ample protection. If they do burrow out of Assault, any attacking squads may leave the Assault and engage other units. Ordinance weapons are capable of bypassing the cover save, but the weapon-bearer must still roll to see the squad, as ordinance weapons handlers don't often waste their big, valuable firepower on perceived empty areas. Items that can detect infiltrators, such as Protoss Observers, Zerg Overlords, and some other wargear, can ignore the need to see the Zerg, as that is what they are designed to do. The following Zerg cannot burrow: Ultralisks and any flyers.
Shields:
Infested Terran Commander
Kerrigan was the first, but not the only terran psychic to be incorporated into the Swarm. Before now, the Overmind was using caution in regards to making psychic Zerg, and Kerrigan wanted no equal competition for her place at the top. Now, since the return of the Overmind, it has determined that the only way to fight the psychic combat of the Protoss is to incorporate psychic attacks itself. Thus, it has created a few more like Kerrigan, though with less power and less free will. These are one of the few Zerg who can easily pass as human, and thus infiltrate them, although they can add any mutations, if any, that are desired. Also, the Overmind has incorporated non-psychic Infested Terrans into its ranks, in order to bring a more focused, strategy-based leadership to the Swarm.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Infested Terran | 3 | 3 | 3 | 4 | 1 | 5 | 2 | 10 | 3+ |
Number/Squadron: 1.
Bio-Weapons: Scything Talons +8 pts, Rending Claws +4 pts, Enhanced Senses (+1 BS) +8 pts, Toxin Sacs (+1 S) +8 pts, Adrenal Glands (+1 WS, +1 Init) +4 pts, Extended Carapace (4+/3+/2+ Sv) +5/+10/+15 pts.
Options: For anadditional 10 points, you can upgrade the Infested Terran to an Infested Terran Psychic. Infested Psychics can gain use of the Psionic Storm power possessed by the Protoss, as well as any hivemind powers fron the Tyranid Codex at the costs listed there.
SPECIAL RULES
Zerg: The Infested Terran follows all the special rules for Zerg above.
Psyker: All Judicators are potent psykers. They can purchase Psychic Powers from the list in the Armoury below.
Acid Blood: All Infested Terrans automatically have the mutation Acid Blood (see Tyranid Codex, p37).
Hunter Killer
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Hunter Killer | 75 | 4 | 4 | 4 | 5 | 1 | 5 | 1 | 10 | 3+ |
Number/Squadron: 1-3.
Weapons: Scything Talons.
SPECIAL RULES
Protoss: The High Templar follows all the special rules for Protoss above.
Psyker:
Defiler
What creatures the Overmind funneled together to create this thing are unknown, but the fact is that it is a strange brute to have wandering around the feild.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Defiler | 75 | 4 | 4 | 4 | 4 | 1 | 5 | 2 | 10 | 3+ |
Number/Squadron: 1-5 can be taken as a single Elites choice. They are not required to maintain coherency.
Weapons: Warp Blades.
SPECIAL RULES
Zerg: The Dark Templar follows all the special rules for Protoss above.
Swallow Whole: See The Red Terror, Tyranid Codex.
Plague: Acts as a biovore shooting Poison Spore Mines, but the Mines only have a range of 24", rather then the Biovore's 48".
Dark Swarm: Hoardes of tiny insects feed on the toxic secretions the defiler's life cycle. When the need arrises, the defiler can rouse the swarm of them to cover another squad. A squad that has been affected by Dark Swarm always receives a 4+ cover save.
Consume: Defilers, being rather high-end and expensive, make sure that they don't die easily. In a turn where they would otherwise be slain, they can consume a friendly unit from a nearby squad (6 inches) and devour them, regaining health at the cost of the devoured unit. The devoured unit counts as a casualty for Victory Points purposes.
Queen
unlike queens of other insectoid life, Zerg Queens do not create new Zerg, per se, though they technically can, but instead travel the field as a synapse creature and occasionally bursting enemies, temporarily creating a couple of Broodlings.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Queen | 75 | 4 | 4 | 4 | 4 | 1 | 5 | 2 | 10 | 3+ |
Number/Squadron: 1 Queen.
Bio-Weapons: None.
SPECIAL RULES
Zerg: Queens follow all the special rules for Zerg above.
Synapse Creature: Queens have the Synapse psychic power.
Flyer: Acts like a jetbike.
Spawn Broodling: During the Shooting Phase, a Queen can launch an egglike projectile that imbeds itself within its victim. At the beginning of that Assault Phase, the model hit dies, releasing two Broodlings. Spawned Broodlings last till the end of the Assault Phase of the turn in which they were created and are allowed to Assault in the turn they are made.
Parasite: In games where Night Fighting rules are used, a Queen can shoot a spore at a unit during its Shooting Phase. The affected squad is no longer under the effects of night Fighting rules, so far as seeing them to attack goes anyway. A tagged squad can be sensed by other Zerg no matter the lighting conditions or environment.
-TROOPS-
Zergling
Small, basic, and numerous, the Zerglings make up the mass percentage of the Zerg Swarm. They attack in wave after wave of droves of Zerglings, slowly, or not so slowly tearing the opponents to bits piece by piece.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Zergling | 75 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 8 | 2+(3+) |
Number/Squadron: 5-10.
Weapons: Psi-Blades.
SPECIAL RULES
Protoss: The Zealot follows all the special rules for Protoss above.
Hydralisk
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Hydralisk | 75 | 2 | 3 | 6 | 6 | 2 | 3 | 1 | 9 | 3+ |
Number/Squadron: 1-3.
Weapons: Scythe Blades, Acid Spit.
Options:
SPECIAL RULES
Zerg: The Hydralisk follows all the special rules for Zerg above.
Bionic: Dragoons are effectively like like a Dreadnought in that thepilot is interred inside forever, having been severely broken in a previos battle. As such, they have life support equipment that goes above and beyond that of other races. Treat Dragoons as if they are equiped with bionics from the Daemonhunter Armoury.
-FAST ATTACK-
Mutalisk
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Mutalisk | 75 | -- | 3 | 2 | 4 | 1 | 2 | -- | 10 | 4+ |
Number/Squadron: 1-8.
Weapons: Particle Cannons.
SPECIAL RULES
Replenish: At the beginning of every turn other than the first, rather than moving and shooting, the interceptors can return to their Carrier and resupply for lost units. Much as recycling Necrons through a Monolith, the squad leaves the table, rolls a D6 for every unit no longer in the group, and on a 5+ they get one back.
Shields: The shileds on the Interceptors are small, and not nearly as powerful, thus they allow a shield roll of only 6+.
No Initiative: Interceptors have no Initiative score, as they always attack first when shooting and they cannot fight back in assault, though they can leave it.
-HEAVY SUPPORT-
Guardian
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Guardian | 75 | 3 | 4 | 8 | 6 | 4 | 3 | 1 | 10 | 3+ |
Number/Squadron: 1-3.
Weapons: Psionic Shockwave.
SPECIAL RULES
Protoss: The Archon follows all the special rules for Protoss above.
Psionic Shockwave: The potent energy of two High Templar have been forced into the burning form of the Archon, which can channel the psychic flames at opponents in their vicinity. Psionic shockwave uses the flamer template, and emits a blast of psychic energy that uses the following template:
Death Throes: The energy of the Archon is extreme, but also very unstable. When an Archon perishes, it explodes in a terrific blast. Every model within base contact with the Archon takes a S6 hit as it perishes.
Lurker
One of the mutations that has affected the Hydralisk over the milennia is the Lurker Form. Rather then attacking in plain sight, the Lurker has finally capitalized on the Zerg's ability to burrow and attack while doing so. In fact, Lurker can only attack while burrowed.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Lurker | 75 | 4 | 4 | 4 | 4 | 1 | 5 | 2 | 10 | 3+ |
Number/Squadron: 1-2 Lurkers can be taken as a single Elites choice. They are not required to maintain coherency.
Weapons: Subterranean Spines.
SPECIAL RULES
Zerg: Lurkers follow all the special rules for Zerg above.
Subterranean Spines: Lurkers attack with spines from below ground. They can only use them while burrowed. The spikes use the flamer template for area, but the narrow end points away from the Lurker. They are used during the Shooting Phase and are Strength 6, AP 2, +1d6 Armor Penetration.
Ultralisk
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Ultralisk | 75 | 4 | 4 | 4 | 6 | 1 | 2 | 1 | 10 | 3+ |
Brood: 1 Ultralisk.
Bio-Weapons: Scything Talons (+8), Adrenal Glands (+4), Toxin Sacs (+6), Extended Carapace (2+) (10).
SPECIAL RULES
Zerg: The Ultralisk follows all the special rules for Protoss above.
Monstrous Creature: Follows Monstrous Creature rules in Codex Tyranid, p.6.
-TRANSPORT-
Overlord
The conduits of the will of the Overmind, the Overlords are the controllers of the endless Swarms. Once, they were floating transports that could see invisible things, but with the resurgence of the Overmind, it has given them the ability to focus the power of its psychic might into ultrablasts that they may fire at enemies and structures. Due to its latent psychic aptitude, an Overlord also counts as a Synapse Creature. Without the Overlords, the other Zerg will attack mindlessly, even fighting each other and wrecking structures.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Overlord | 85 | 0 | 3 | 4 | 4 | 3 | 4 | 1 | 10 | 2+ |
Transport: If not taken as a Heavy Support choice, Overlords can be taken as transports. An Overlord has the carrying capacity of a Rhino, but it moves as a jetbike.
Bio-Weapons: None.
Psychic Powers: Overlords always have Warp Field, Auspex, and Synapse Creature. They can also be armed with Warp Blast for +25 pts. They are completely unarmed otherwise.
SPECIAL RULES
Zerg: Overlords follow all the special rules for Zerg above.
Living Artillery: As Zoanthrope, see Codex Tyranid.
-SPECIAL CHARACTERS-
Kerrigan, the Queen of Blades
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Kerrigan | 232 | 6 | 6 | 5 | 4 | 2 | 6 | 3 | 10 | 2+ |
Special Character: A Zerg army of 2000+ points may include Kerrigan. If selected she counts as an HQ choice on the Force Organization Chart. She uses the statistics for a Vindicare Assassin, as in Codex Daemonhunters, with the following modifications, already included in her profile above.
Bio-Weapons: Scything Talons (+8), Rending Claws (+4), Adrenal Glands (+4), Enhanced Senses (+8), Toxin Sacs (+8), Acid Blood (+10). The costs were the same as for a Hive Tyrant. (+42)+(+80)
SPECIAL RULES
Zerg: Kerrigan follows all the special rules for Zerg above.
Psyker: Kerrigan came into her sleeping power upon her awakening. She counts as a psyker with access to the Psionic Storm (+45), Warp Field (+25), and Synapse Power (+10).
Consume: Kerrigan can consume an ally in order to preserve her own life, much as Defilers do. See Defiler above.
Bodyguard: As current master of a large portion of the Swarm, Kerrigan brings protection with her, both to protect her from her Terran and Protoss enemies, and her Zerg foes who are loyal to the Overmind. Kerrigan can deploy Hunter-Killers as her bodyguard. She can field from 2-8 Hunter-Killers, who form a group with her and must maintain coherency.
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