Sie sind auf Seite 1von 2

Tyranid / Bio-construct / Mind-Slave

Extended Force List

Close
Free 90° Ranged Roll to Kill Point Cost
Model AP Assault Models per Blip
Turn Weapon As per Blip
Dice
see
Termagaunt 6 Yes 1d6 -1 Purestrain 1 2
below
see
Hunter-Slayer 6 Yes 1d6 -2 Hybrid 1 4
below
see
Tyranid 6 No 2d6 +2 Purestrain 3 1
below
Mind-Slaves - - - - - - -
Bolter,
-Chaos Marine 4 Yes 1d6 -2 crack & Power Armor 1 2
frag
Bolter &
-Ork 4 Yes 1d6 -2 Crack Hybrid 1 3
Grenade
-Gretchin 5 Yes 1d6 -3 Shotgun* Hybrid -1 ½ point 2

• Mind-Slaves are victims of various races that have been caught up in the path of the Hive-
Swarm and become psychically controlled killing zombies for the Tyranid armies, rather than
food for its organisms. Mind-Slaves enter as blips, and once converted the model receives its
normal attributes & AP's.

• Gretchin Shotguns cost 1AP to fire, and have 2 types of ammunition: Slugs & Pellets. Slugs
are single target shells, with a range of 12, dealing damage equivalent to a bolter. Pellets hit all
models in LOS & fire-arc within 3 squares, with the strength of a bolter on the Weapon
Reference Table. The player must announce which type of shot is being fired before rolling. For
each model, the shotgun may only be fired offensively once per turn, may go on overwatch
for a single defensive shot, may move & fire.

• Hunter / Slayers carry a flesh-borer pistol, equal to a Bolt pistol on the Reference Table

• Termagaunts carry a spike rifle, which is equal to a Bolter on the Weapons Reference Table.
• Tyranids carry either a Deathspitter which fires volatile & corrosive living acids, or paired
Boneswords which have razor-sharp edges and emit powerful magnetic fields.

• Firing a Deathspitter is a two-part process: Loading & Firing. Deathspitters must first be loaded
at the cost of 1AP, and then fired for 1AP. With a range of 12, the Deathspitter's damage is
equivalent to an autocannon at close range on the Weapons Reference Table. The corrosive
blob of the Deathspitter has a potential secondary splatter attack, which causes 1D6 -3 (0-3)
additional hits to squares on or next to the target model, with damage equal to an autocannon at
range 13+. Roll a D12 and assign hits according to the splatter template. Deathspitters may be
placed on Overwatch (2AP's) for a single defensive shot, removing Overwatch after the model
has fired. Deathspitters may not move & load, but may move & fire.

• Paired BoneSwords give the Tyranid 2d6 + 2 CAB and 2x parry ability. Additionally, a Tyranid
with BoneSwords creates a magnetic 'shield' by weaving them in a frenzied pattern capable of
deflecting even the most powerful shots; any incoming fire that hits the Tyranid within its 45°
frontal fire arc is deflected on 5 or higher using 1D6 (does not apply to Section Effect weapons
such as grenades or flamers).

• In addition, for every 2 Tyranid models on the board, the other player loses -1CP each turn
(minimum 0) to reflect the growing strength & psychic noise of the 'Hive-Mind' which
interferes with both technological communications and thought itself (subtract appropriately
from the CP draw as well as from each unit that grants a CP bonus). Tyranids are also somewhat
resistant to psychic attacks and receive 1 free force defense -not aura defense against any
psychic attack as they are powerful yet latent psykers.

• Tyranids are extremely well protected by their diamond-hard chitinous bony armor, and as such
are hard-to-kill. For any successful kill-shot suffered by a Tyranid, roll 1D6; on 4 or higher the
Tyranid's armor plating has sufficiently absorbed or deflected the shot (No armor save roll
against Heavy Flamer, Melta, or Maximal Heavy Plasma); otherwise the shot scores a direct
hit on the Tyranid's vital organs, and it is killed and removed from play.

Das könnte Ihnen auch gefallen