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40K Saga (Age of Plasma) - All Factions Done

40K Saga (Age of Plasma) - All Factions Done

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Tyranids

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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

They come at you in a tide of creatures so thick a blind man could score a hit ten times out of ten. Any man who can hold a gun can hit a tyranid. But no matter how many you kill with your guns, there will always be more, and it is our job to teach the men how to fight the ones that reach our lines. - Sergeant Learchus Abantes, Ultramarines 4th Company

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