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This
is a picture of a clay Trygon (Not my work)
It costs 400 points
| M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|
| -- |
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.
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 |
|---|---|---|---|---|---|---|---|---|
| -- |
Weapons: acid
Armour: none
Biomorphs: one
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.
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 |
|---|---|---|---|---|---|---|---|---|
| -- |
Special rules: they have a psychic scream as described above, and
they are immune to psychology. They also cause fear.
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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