40K Saga (Age of Plasma) - All Factions Done
Tyranids
Here is the First Draft for the Tyranid Swarm
Warlord
Armour – 5 (5)
Aggression 8
Synapse Creature
Hearthguard – Must be a Bi-Pedal Creatures (Tyrant Guard)
Armour 5 (5)
Aggression 5 (0)
Synapse Creature
May Take a Ranged Weapon with Range M, drop Armour to 5 (4) and change Aggression to 3 (4)
Warriors – Tyranid Warriors (A Unit is made up of Three Bi-Pedal Creatures with the Following Changes)
Armour 4 (4)
Aggression 3 (2)
May Take a Ranged Weapon with Range M and drop Armour to 4 (3)
Levy – 1 Point – Termagants or Hormagaunts
Termagants
Armour 3 (3)
Aggression ¼ / (½)
Range L Weapon.
Hormagaunts
Armour 3 (3)
Aggression ½ (0)
Special rules
Hive Mind: Tyranid units that do not have a single model within M of a “Synapse Creature” cannot use Battle Board Abilities.
All Tyranid Creatures Larger than Bi-Pedal gain Synapse Creature.
Shadow in the Warp: Once per game the Tyranid Player can elect to use “Shadow in the Warp” before an enemy caster rolls to cast a spell. The spell is immediately cast in it’s weakest form and the caster must roll on the Abuse of Power Table.
"They are coming! I feel them scratching inside my mind, scratching, screaming, running, so many - so, so many voices. They are coming for us - flesh, body and soul!" - Guardsman Krell
The Lesser Lifeforms of the Tyranids are capable of forming a living tidal wave to overwhelm the enemy with sheer weight of numbers
Advance of the Horde (1-3, 4-5 or 6)
Levy Only Activation
All Levy units may activate but may only move.
If a 6 is used then the Levy can take either a Charge or Shoot Action rather than a Move.
The Tyranid does not feel or think, it can’t be reasoned with it is a mere tool of the Hive Mind
Undaunted by Fear or Reason (1-3 or 4-5)
Order
Remove Two points of Fatigue from a Unit
The Hive Mind can enhance individual bioforms in moments of need to better serve the end goal of the species
Guided by the Hive Mind (1-3 and 6)
Melee or Shooting or Melee Reaction or Shooting Reaction
Gain an extra 2 Attack or Defence Dice
Gain 4 Attack or Defence Dice instead if the unit is at full strength.
Different Situations call for different approaches but it cannot be doubted that by far the most common approach for the Tyranids is to charge the foe with reckless disregard for their own lives
Reckless Charge (1-3 and 1-3)
Activation
Activate a Unit to Charge.
In the melee your unit gains 4 bonus attack dice.
At the end of the turn gain 1 Fatigue.
The Chitinous Armour of a Tyranid adapts to counter the weapons of the foe, occasionally this process can happen rapidly in the middle of combat
Adaptive Armour (1-3 and 4-5)
Melee or Shooting Reaction
If you reduce your armour by 1 then your opponent must discard up to 4 hits after they have rolled their attack dice.
Many Bioforms possess specialised Toxic Sacks that allow them to spit acid at their foes
Acid Spit (4-5)
Shooting
Add +1 to all attack rolls made against an enemy within S for this turn.
Gain 1 Fatigue.
When a Bioform is in it’s Death Throes it lashes out wildly spraying the enemy with Xenos Blood and everyone nearby risks injury
Terrifying Death Throes (4-5 or 6)
Melee or Shooting Reaction
Defender
If your unit is eliminated during this melee or shooting attack each enemy within S of the last figure to be removed takes a point of fatigue.
If a 6 is used this is extended to range L.
The Larger Creatures of the Swarm are capable of releasing Pheromones that drive the bioforms nearby into a killing frenzy
Pheromonal Frenzy (6)
Orders
For the rest of the turn all levy Units count as having Aggression 1 (1)
Many Bioforms possess specialised Adrenalin Sacks that can be utilised to flood the system of the Bioform with emergency Adrenaline
Adrenaline Sacks (6+6)
Melee
All Except Levy
All Heroes and Creatures Quadrupedal Sized and smaller roll 2 Dice per Model and gain One Attack and Defence Dice for each result lover than their melee armour.
All non-Creature units roll 1 Die per Model and gain One Attack and Defence Dice for each result lover than their melee armour.
All Creatures larger than Bi-Pedal and the Warlord roll 4 Dice per Model and gain One Attack and Defence Dice for each result lover than their melee armour.
Tyranids are creatures from our darkest nightmares. But remember this: they can bleed, and they can die. - Inquisitor Lord Kryptman
Special Units
Army Special Rule
Infiltration: At the start of any turn place the Hero within VS of any Levy unit. He can act as normal from that point inwards. Both the Hero and the Unit Gain One Fatigue.
Genestealers – Eight Models – Warriors – 1 Point
Armour 4 (4)
Aggression 1 (0)
Independent: Genestealers count as Levy for the “Advance of the Horde” Ability and Ignore the Hive Mind Special Rule.
Too Independent: Genestealers cannot use any Character’s “We Obey” rule.
Gargoyles – Levy – 1 Point
Armour 3 (3)
Aggression ½ / (½)
Range M Weapon
Flight
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