NEW TYRANID CREATURES


TRYGON


THIS This is a picture of a clay Trygon (Not my work)

It costs 400 points

M WS BS S T W I A LD
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ARMOUR:
5+ on D6

BIO MORPHS: The creature may have any one biomorph other than electro field.

SPECIAL:
Terror: The Trygon is a huge beast, surrounded in a crackling field of pure energy. the mind wrenching power of this unnatural creation is too much to bear. The Trygon causes terror.
Hive mind: As a major creature of the swarm and a nodal point of the hive, the Trygon is immune to all psycology and never fails any leadership based test it called upon to make.
Electro field: (partially inspired by the biomorph)
The Trygon is surrounded by an electrical field not dissimilar to an electro field. The field is however free. It grants a 4+ unmodified save versus all shooting and hand to hand attacks. Any models that come whitin 4" of the Trygon will have thier fields (i.e Displacer, refractor, kustom, conversion) burnt out on a rool of 4 or more.
If the tyranid player wishes, the electro field can be exchanged for an attack in the tyranid shooting phase. The usage of the attack will render the electro field inoperative until the beginning of the tyranid players next turn. The attack is worked out like this:

1) Place the ork death wave template under the Trygon, facing the same way as the Trygon.

2) Roll 5D6. Move the template in a straight line away from the Trygon the number of inches rolled on the dice.

3) Any thing touched by the template will take a hit of strength 8, causing D10 wounds with a -6 save modifier.

4) Vehicles hit suffer damadge on 5+ on D6. roll for back and front, and all locations, even if the vehicle was only clipped by the template. This represents the electrical energy coursing through the vehicle, shorting out fuses and chips.


ETHEROID


Etheroids are exeedingly rare and only a few have ever been reported, but the ones that are reported contain information of an almost unfightable foe. Etheroids can dip in and ouut of the warpas they please and even warp into close combat. Etheroids attack by wrapping their sting ray like body around the victims head and deposing a great load of acid which quickly disintegrates everything down to the shoulders.

M WS BS S T W I A LD
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Weapons: acid

Armour: none

Biomorphs: one


SPIDER HUNTER

I used the Epic Tyranid titan Hierophant as this model

Spider Hunter...............................140 points

M WS BS S T W I A LD





Biomorphs: Two

Options: Most but not all Spider Hunters have benn seen with a writhing mass of tentacles on their underbelly, these have been nicknamed Ripper claws. Ripper claws act as two lash whips in close combat as well as preventing from gaining close combat gang-up bonuses on the Spider Hunter. The cost of this option is 30 points.

The Spider Hunter may also be given either of the below weapons, no matter which is taken the Spider Hunter may fire both weapons during the shooting phase if it stays stationary or walks ( NOTE: this overrides the normal move or shoot nature of the barbed strangler), it may not fire weapons if it runs or charges. All weapons have a front 90 degree arc of fire.

An second Frag Claw with stats as described below and gains an extra attack in close combat for 10 points

Or

One of the below:

Deathspitter 8p
devourer4p
Barbed Strangler 33p
Venom Cannon 33p

Special Rules:

Fear: Spider Hunters are large horryfying and cause fear as described in the psycology section of the Warhammer 40,000 rulebook.
Infiltration/Hiding: Spider Hunters have the uncanny ability to surprise almost any force. They do this by laying dormant below the planets surface for months ahead of the battle. When called upon they spring forth and attack the closest squad or vehicle. To represent this you may choose to not set the model up on the table top, sketch a map with the exact location of the Spider Hunter in regards to a terrain feature before either side deploys, but after sides are choosen. Normal Infiltration rules from the Warhammer 40,000 rulebook apply, meaning that you may not set up in the enemy's deployment zone. During the Tyranid move phase check if the SIder Hunter may emerge on this or any subsequent turn. If you roll over you must reroll the following turn. If there is a squad within 8" of the Spider Hunter you may substract 1 from the roll, if a vehicle is within 8" of the Spider Hunter you may substract 2 from the roll.
The turn Spider Hunters emerges it may charge any model(s) within 8" without the chance of being hit by overwatch fire, as it just suddently appears out of the groud lunging at a model. If it charges 8"-16" enemy figures may fir at it on owerwatch, as they have ime to bring their guns arround to target at it before at is engaged in Hand-To-Hand.
Carapace: The Spider Hunters have thick chitinous carapace armour which can absorb considerable damage before failing. This gives them an armour save of 5 or 6 on a D6.
Leadership: The Spider Hunters are immune to all psycology. It can not be affected by fear, terror or any of the other psycological factors described in the Warhammer 40,000 rulebook. In addition, it cannot be broken and does not have to take a break test. It will automatically pass any leadership test that it is required to make.
Frag Claw: The Spider Hunter is armed with a razor sharp claw that as well as being used in close combat to grab and crush opponents is also used to fire frag spines. The spines explode similar to frag grenades.

Short Range Long Range To Hit Short To Hit Long Strength Damage Save Modifier Armour penetration Special
- - -1 D6+4



Poison: Any HTH combat opponents wounded by the spider but not killed will suffer additional wounds from its poison at the end of the HTH combat phase. Roll a D6+1: The model suffers 1 extra wound for each point the roll exceeds the the models toughness caracteristick by. Only make the roll the turn that the model was wounded. If the model survives it is assumed that no poison entered the victims systems or it was able to survive the haemotoxin. Note: the model is not immune and may be affected in subsequent turns.

Rare: The Spider Hunters are new to the battle field and are very rare. As such you may only field one for every 1000 points in your army.


Ensogaunts



ENSOGAUNT BROOD.........................32 points per model

Brood consists of 4 to 10models armed with bone swords (small ones) and bone shields (4+ when combined with their normal armour). They have a natural psychic scream ability which is equivelant to the banshee masks Eldar use(it's in the wargear book).

Brood: 6 to 12 creatures.

 

M WS BS S T W I A LD
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Special rules: they have a psychic scream as described above, and they are immune to psychology. They also cause fear.


Volter broods

VOLTER BROOD...............................18 points per model

Volters are a highly mutated form of Termagant which have psychic powers not unlike Zoanthropes. They are slightly larger and fatter than Termagants with a large bloated head.

Troop type M WS BS S T W I A LD
Volter

Brood: 3 to 12 creatures

Special:
Warp volt

SHORT RANGE
LONG RANGE
TO HIT SHORT
TO HIT LONG
STRENGTH
DAMAGE
SAVE MODIFIER
ARMOUR PENETRATION
+1
-
-1
D6+4

Warp shock: Volters can attack in hth.combat with a special warp shock. If a Volter hits in hth. combat the hit model gets shocked and must make a LD test or go insane (no armour or toughness save), effectively killing the model. In case of a campaign the model ecovers after about a week.



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