Space Hulk Tyranid Extended Force List

May 2, 2017 | Author: Space_Hulker | Category: N/A
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Short Description

Descripción: An unofficial rule-set for using Tyranids and Bio-constructs in Space Hulk games (Space Hulk is copy...

Description

Tyranid / Bio-construct / Mind-Slave Extended Force List Close Assault Dice

Model

AP

Free 90° Turn

Ranged Roll to Kill Weapon As

Termagaunt

6

Yes

1d6 -1

see below

Purestrain

1

2

Hunter-Slayer

6

Yes

1d6 -2

see below

Hybrid

1

4

Tyranid

6

No

2d6 +2

see below

Purestrain

3

1

Mind-Slaves

-

-

-

-

-

-

-

-Chaos Marine

4

Yes

1d6 -2

Bolter, crack & Power Armor frag

1

2

Hybrid

1

3

Hybrid -1

½ point

2

-Ork

4

Yes

1d6 -2

Bolter & Crack Grenade

-Gretchin

5

Yes

1d6 -3

Shotgun*

Point Cost Models per Blip per Blip



Mind-Slaves are victims of various races that have been caught up in the path of the HiveSwarm 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.

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