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Special Ability : Regeneration These creatures are able to heal themselves. Place a wound marker next to the regenerating model each time it fails its Armour save. When it has accumulated as many wound markers as it has wounds, turn the model on its side and treat it as "collapsed". Regenerating models that have not wound characteristic are treated as having only one wound. Keep track of how many wound markers regenerating models have suffered, as the enemy can keep shooting or close assaulting collapsed models to make sure they stay down.
Models with regeneration and/or multiple wounds suffer more damage from Close Combat than from shooting attacks. These models will suffer 1 wound for each point it loses a Close Combat. Collapsed models may be close assaulted and they does not roll any dice for determining results. They only receives their base CAF score.
A collapsed model can't pin its opponents. Collapsed models can also be shot at as if they were not in close combat even if they are is in base-to-base contact with opponents. All Shots against a collapsed model hit automatically on 2+ (without any penalty even from cover, fields, etc…) but Armour saves are made normally.
During the End Phase roll a D6 for each wound marker. On 4+ it’s healed. If, after regeneration, the regenerating model still has as many or more wound markers than wounds, it is destroyed and removed from the table.
Ethereal psychic attack that slay the target outright can't be regenerated as these attacks usually do not leave anything behind to regenerate.
Optional rule : For the duration of a game, any wound marker that has failed to be regenerated in the end phase is considered permanently inflicted. So, during the End Phase, a regenerating model can only try to regenerate wound markers that have been inflicted during the current turn. For example, a Dominatrix has been given 3 wound markers during the first turn of a game. In the end phase of the 1st turn, the Tyranid player is successful in regenerating 2 of those wound markers. In the next turn, the same Dominatrix has been given 2 wound markers, taking it to 3 wound markers. In the end phase of the 2nd turn, the Tyranid player may only try and regenerate the 2 wound markers inflicted in the current turn. He may not try and regenerate the wound from the previous turn.
Special Ability : Multiple Wounds Some creatures are so tough that they will not die the first time they fail a saving throw. These models are represented as having multiple wounds. Place a wound marker next to the model each time it fails its Armour save. When it has accumulated as many wound markers as it has wounds and if it does not have the regeneration special ability, the model is killed and removed as a casualty.
Models with regeneration and/or multiple wounds suffer more damage from Close Combat than from shooting attacks. These models will suffer 1 wound for each point it loses a Close Combat.
Multiple wounded models listed as Superheavy do not get the benefit of rolling on the Superheavy damage table.
Some weapons or abilities slay the target outright. In the case of models with multiple wounds these weapons inflict as many wounds as the model has.
Special Ability : Penetrating +(X) These weapons severely damage what they hit, by adding X to any damage roll they cause on a damage table. This does not modify the Armour Save, but rather rolls on the superheavy damage or a hit location tables.
Multiple wounded models are vulnerable to these weapons as they inflict 1D(1+X) wound markers instead of just one. (Example : Volcano cannon inflict 1D4 (1+X = 4) wound markers to a multiple wounded model.) This do not apply versus bio-titans.