Post by Rolling Thunder on Jul 3, 2011 10:13:12 GMT -5
Tyranid General Rules:
The Hive Mind: Tyranids behave vastly differently from normal races, exercising complete control over the bio-engineered killing machines through a network of Synapse creatures created to give direction and purpose to the otherwise-mindless swarms. While this network is maintained, the higher conscious of the Hive Mind can exert complete, overriding control over the lesser beasts of the swarm, overriding any instinct to self-preservation and driving them forward without mercy. However, the lack of individual consciousness amongst the footsoldiers of the swarm is a weakness in itself - without the direction of the synapse-capable leader-beasts, the swarm is confused and directionless.
Tyranid swarms are composed of two kinds of creature:
Individuals [may be synapse or non-synapse]: Creatures imbued with an individual sentience of their own and compelled by their own willpower. Are unaffected by synapse and must be activated separately.
The activation of a synapse individual will activate all Swarm creatures within that creature's synapse range. Non-synapse creatures will not be affected.
Swarm: Creatures of little to no sentience, forming the bulk of the Tyranids' armies. When under the effect of Synapse, these creatures are Fearless and will automatically activate with the activation of a nearby Synapse unit. If outside Synapse, they can be activated individually, but will be subject to their instinctive behaviour rules.
Tyranid Weapons:
[/b][/tr]
[tr][td]Fleshborer[/td][td]3[/td][td]-[/td][td]12" (3)[/td][td]24"(3)[/td][td]36"(2)[/td][td][/td][td] [/td][/tr]
[tr][td]Spinefist[/td][td]3[/td][td]-[/td][td]12"(4)[/td][td][/td][td][/td][td][/td][td] [/td][/tr]
[tr][td]Devourer[/td][td]4[/td][td]-[/td][td]12"(2)[/td][td]24" (2)[/td][td]36" (2)[/td][td]Re-Rolls To Wound rolls[/td][td] [/td][/tr]
[tr][td]Deathspitter[/td][td]5[/td][td]5[/td][td]24"(3)[/td][td]36" (3)[/td][td]48" (2)[/td][td][/td][td][/td][/tr]
[tr][td]Barbed Strangler[/td][td]3[/td][td]-[/td][td]24"(1)[/td][td]48" (1)[/td][td]72" (1)[/td][td]Large Blast, Forces Morale Tests.[/td][td] [/td][/tr]
[tr][td]Venom Cannon[/td][td]6[/td][td]3[/td][td]24"(1)[/td][td]48" (1)[/td][td]96" (1)[/td][td][/td][td] [/td][/tr]
[/table]
Units:
[/b][/tr]
[tr][td]Tyranid Warrior[/td][td]4[/td][td]3[/td][td]5[/td][td]5[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td] [td]5+[/td][/tr][/table]
1+ Per Brood.
Special Rules:
Individual: Synapse Creature [12"]
Upgrades:
[1 Model Per Army]: Prime: Extends the Synapse Range to 18"
Wings: Makes Tyranid Warriors into Jump Infantry: 15pts.
Burrower: May Ambush or Deepstrike. May not be given a Devourer, Deathspitter, Barbed Strangler or Venom Cannon. May not be Winged or have the Armoured Carapace upgrade. [10pts].
Armoured Carapace [5pts]: Extends the Warrior's save to 4+.
Venom-beast [5pts]: All the Warrior's ranged and close-combat attacks are coated in an imnicial venom. The warrior will never need to roll more than a 4+ to Wound an opponent.
Weapons sets:
Upper: Talons [+1 A, Free]
Lower:
Talons [+1A, Free]
2 Spinefists: 10pts
2 Fleshborers: 10pts
Devourer: 10pts
Deathspitter: 10pts
Barbed Strangler: 15pts
Venom Cannon: 15pts
[/b][/tr]
[tr][td]Gaunts[/td][td]3[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]5[/td] [td]6+[/td][/tr][/table]
5+ Per Brood, Must be equipped homogenously.
Special Rule: Swarm Creatures.
Instinctive Behaviour: If activated while outside the influence of a synapse creature, Swarm Creatures are subject to Rage.
Weapons/Upgrades [Must be applied to all the models in a brood].
Fleshborer, Spinefist, Talons [+1 A]: Free.
Devourer: [3pts]
Winged: 4pts.
Venomous Beastie [2pts]: The gaunts weapons are coated in a potent toxin. All it's ranged and close-combat attacks will never need to roll more than a 5+ To Wound.
[/b][/tr]
[tr][td]Purestrain Genestealer[/td][td]4[/td][td]-[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]3[/td][td]8[/td] [td]5+[/td][/tr][/table]
Brood Size: 2+ Per Brood.
Special Rule: Independent Brood.
Infiltrate: Forward Deployment.
Rending: Genestealer Close Combat Attacks are Rending.
[/b][/tr]
[tr][td]Lictor[/td][td]4[/td][td]-[/td][td]5[/td][td]4[/td][td]1[/td][td]5[/td][td]3[/td][td]9[/td] [td]5+[/td][/tr][/table]
Brood Size: 1 Lictor.
Special Rules:
Move Through Cover.
Infiltrate: Ambush
Chameleon [-2 To Hit].
The Hive Mind: Tyranids behave vastly differently from normal races, exercising complete control over the bio-engineered killing machines through a network of Synapse creatures created to give direction and purpose to the otherwise-mindless swarms. While this network is maintained, the higher conscious of the Hive Mind can exert complete, overriding control over the lesser beasts of the swarm, overriding any instinct to self-preservation and driving them forward without mercy. However, the lack of individual consciousness amongst the footsoldiers of the swarm is a weakness in itself - without the direction of the synapse-capable leader-beasts, the swarm is confused and directionless.
Tyranid swarms are composed of two kinds of creature:
Individuals [may be synapse or non-synapse]: Creatures imbued with an individual sentience of their own and compelled by their own willpower. Are unaffected by synapse and must be activated separately.
The activation of a synapse individual will activate all Swarm creatures within that creature's synapse range. Non-synapse creatures will not be affected.
Swarm: Creatures of little to no sentience, forming the bulk of the Tyranids' armies. When under the effect of Synapse, these creatures are Fearless and will automatically activate with the activation of a nearby Synapse unit. If outside Synapse, they can be activated individually, but will be subject to their instinctive behaviour rules.
Tyranid Weapons:
Weapon Name | S | AP | Short Range | Medium Range | Long Range | Notes | Points Cost |
[tr][td]Fleshborer[/td][td]3[/td][td]-[/td][td]12" (3)[/td][td]24"(3)[/td][td]36"(2)[/td][td][/td][td] [/td][/tr]
[tr][td]Spinefist[/td][td]3[/td][td]-[/td][td]12"(4)[/td][td][/td][td][/td][td][/td][td] [/td][/tr]
[tr][td]Devourer[/td][td]4[/td][td]-[/td][td]12"(2)[/td][td]24" (2)[/td][td]36" (2)[/td][td]Re-Rolls To Wound rolls[/td][td] [/td][/tr]
[tr][td]Deathspitter[/td][td]5[/td][td]5[/td][td]24"(3)[/td][td]36" (3)[/td][td]48" (2)[/td][td][/td][td][/td][/tr]
[tr][td]Barbed Strangler[/td][td]3[/td][td]-[/td][td]24"(1)[/td][td]48" (1)[/td][td]72" (1)[/td][td]Large Blast, Forces Morale Tests.[/td][td] [/td][/tr]
[tr][td]Venom Cannon[/td][td]6[/td][td]3[/td][td]24"(1)[/td][td]48" (1)[/td][td]96" (1)[/td][td][/td][td] [/td][/tr]
[/table]
Units:
25pts | WS | BS | S | T | W | I | A | LD | Armour Save |
[tr][td]Tyranid Warrior[/td][td]4[/td][td]3[/td][td]5[/td][td]5[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td] [td]5+[/td][/tr][/table]
1+ Per Brood.
Special Rules:
Individual: Synapse Creature [12"]
Upgrades:
[1 Model Per Army]: Prime: Extends the Synapse Range to 18"
Wings: Makes Tyranid Warriors into Jump Infantry: 15pts.
Burrower: May Ambush or Deepstrike. May not be given a Devourer, Deathspitter, Barbed Strangler or Venom Cannon. May not be Winged or have the Armoured Carapace upgrade. [10pts].
Armoured Carapace [5pts]: Extends the Warrior's save to 4+.
Venom-beast [5pts]: All the Warrior's ranged and close-combat attacks are coated in an imnicial venom. The warrior will never need to roll more than a 4+ to Wound an opponent.
Weapons sets:
Upper: Talons [+1 A, Free]
Lower:
Talons [+1A, Free]
2 Spinefists: 10pts
2 Fleshborers: 10pts
Devourer: 10pts
Deathspitter: 10pts
Barbed Strangler: 15pts
Venom Cannon: 15pts
4pts | WS | BS | S | T | W | I | A | LD | Armour Save |
[tr][td]Gaunts[/td][td]3[/td][td]2[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]1[/td][td]5[/td] [td]6+[/td][/tr][/table]
5+ Per Brood, Must be equipped homogenously.
Special Rule: Swarm Creatures.
Instinctive Behaviour: If activated while outside the influence of a synapse creature, Swarm Creatures are subject to Rage.
Weapons/Upgrades [Must be applied to all the models in a brood].
Fleshborer, Spinefist, Talons [+1 A]: Free.
Devourer: [3pts]
Winged: 4pts.
Venomous Beastie [2pts]: The gaunts weapons are coated in a potent toxin. All it's ranged and close-combat attacks will never need to roll more than a 5+ To Wound.
10pts | WS | BS | S | T | W | I | A | LD | Armour Save |
[tr][td]Purestrain Genestealer[/td][td]4[/td][td]-[/td][td]4[/td][td]4[/td][td]1[/td][td]4[/td][td]3[/td][td]8[/td] [td]5+[/td][/tr][/table]
Brood Size: 2+ Per Brood.
Special Rule: Independent Brood.
Infiltrate: Forward Deployment.
Rending: Genestealer Close Combat Attacks are Rending.
25pts | WS | BS | S | T | W | I | A | LD | Armour Save |
[tr][td]Lictor[/td][td]4[/td][td]-[/td][td]5[/td][td]4[/td][td]1[/td][td]5[/td][td]3[/td][td]9[/td] [td]5+[/td][/tr][/table]
Brood Size: 1 Lictor.
Special Rules:
Move Through Cover.
Infiltrate: Ambush
Chameleon [-2 To Hit].