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TRIXTER

Trixter Points 220 WS 8 BS 4 S 6 T 6 W 3 I 8 A 5 Ld 10 Sv 3+

Unit Type: Jump Infantry

Weapons and Biomorphs:

Bonded exoskeleton, Claws and teeth, Wings,

Spinefist, Blinding Venom (see pg 42 of the Tyranid codex) Prime Talons: Count as 2 power weapons (Bonus included above)

Special Rules: Deep strike, Synapse Creature, Shadow in the warp, Fleet, Independent Character, 3+ Invulnerable
save, psyker.

The Raw power of the hive mind: Trixter rolls 3 dice for psychic tests and picks the 2 lowest Gargoyle Commander: Trixter may only join a unit of Gargoyles. If he does, the squad gains the fleet and deep
strike rules.

Arial Assault: On the turn Trixter (and any unit hes with) Deep strike, they may assault on that turn. If they do, they
gain +2 attacks instead of +1. In addition, if they scatter on terrain or another model, reduce the scatter distance by the minimum amount needed to avoid them.

Psychic Powers Trick of the mind: Used at the beginning of your assault phase. Whenever your opponent successfully hits
Trixter, roll a D6. On a roll of 4+ continue as normal. On a roll of 1, 2 or 3 they hit an illusion. That shot and all other shots in that volley count as misses. Place Trixter and his squad 12 away in the direction determined by a scatter dice. Trixsters squad cannot be shot at that turn.

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