T1.0 HAMMAN?S WORLD PHASE IV ?SUBDUAL? TYRANID ARMY LIST (V5.0) - Maksim's Playtest List (Thanks to everyone who contributed in any way!) (Special Thanks to Audrey-Wraeththu!) The Tyranids are without doubt the most alien race encountered by humanity. They have been likened to a galactic locust swarm, remorselessly hungry and too numerous to stop. They are a nomadic, space-faring race that has migrated from beyond our galaxy in search of new resources to assimilate. These they have discovered in abundance in our galaxy. Tyranids only descend onto planets to totally strip them of all bio-mass before moving on, leaving nothing but a ball of scoured rock in their wake. The Tyranid hive fleets consist of millions of living craft, each home to billions of creatures, untold thousands of monstrosities evolved from the bubbling geno-organs of the ships reproductive chambers. The Tyranid race itself comprise many different creatures that function together, perfectly co-ordinated by the gestalt consciousness of the hive mind. They do not use technology, as we understand it, and instead make weapons and starships by bio-engineering them from living material. All these creatures are born to serve the single entity that is the ship, and the ship only exists as part of the entity that is the fleet. All Tyranid creatures are held in a common psychic bond that enables them to act to together as one organism. Individual Tyranids have no distinct minds ? a Tyranid simply fulfils the functions assigned to it by the greater hive mind.
A Tyranid invasion is split into five stages: ? ?Phase I Discovery: Warp-drones discover a planet suitable for invasion. ? ?Phase II Approach: The Hive fleet arrives and invests the planet. ? ?Phase III Attack: The Tyranid invasion is begun as mycetic spores and assault swarms. ? ?Phase IV Subdual: The Tyranid main force crushes all resistance. ? ?Phase V Consumption: The planets living resources are plundered.
At war the Tyranids form a ferocious, unstoppable horde, and avalanche of tooth and claw driven onward by the racial imperative of the hive mind. Unrelenting and almost unstoppable, the Tyranid race represents a threat to the whole galaxy.
T1.1 TYRANID SPECIAL RULES The following special rules apply to Tyranid formations and units. Strategy Rating: 1 Initiative Rating: 2+
Design Concept: The Hive Mind All Tyranids are united by the potent psychic imperatives of their shared hive mind. Some of the more intelligent creatures have vastly expanded synapse networks within their cortex that act as a psychic conduit for the directives of the hive mind, overruling the natural instincts of nearby Tyranid creatures. These creatures are known as synapse creatures and as long as they are nearby the other creatures in the Tyranid army will blindly carry out the actions dictated by the hive mind, even if this will cause their own deaths. On the other hand, if there are no synapse creatures nearby then lesser Tyranid creatures will revert to their basic animalistic instincts. The following special rule reflects this vitally important aspect of Tyranid armies.
T1.2 UNSTOPPABLE Tyranid formations never receive blast markers and can therefore never be suppressed or broken by them. As long as they are under the control of the hive mind they quite literally don?t know the meaning of fear, and will mindlessly sells their lives in order to bring victory for the hive mind. Tyranid formations that lose an assault must still make a withdrawal move and any units that end up within 15cms of the enemy will be destroyed, but the formation is not broken.
T1.3 TYRANID SWARMS The Tyranid army is divided into three groups of units: independent creatures, synapse creatures and broods. Each creature?s type is noted on its datasheet and also in the army list that follows. Independent creatures and synapse creatures are organized into formations like other units, but broods are not. Instead broods are purchased as individual units that will be come part of a swarm formation that is centered on the closest synapse creature to the brood at the start of each turn. Tyranid swarm formations are thus not a ?fixed? formation like the formations in other armies, but can vary from turn to turn. In order for this to work the Tyranid player must organize his units into swarms at the start of the game and at the start of each of his turns after the first one. All the units in the swarm will operate together as a single formation until the start of the Tyranid player?s next turn. At the start of the game simply assign one or more brood units to each a synapse creature until all the broods have been assigned; each such swarm must be set up as a ?legal? formation using the set up instructions for the scenario. If the Tyranid player wants to he may hold some brood units back and not assign them to synapse creatures. These units may be used when a formation spawns during the game (see spawning below). Starting with the second turn a swarm consists of one synapse creature formation, and all the broods within 15cms of a unit from the synapse creature formation Broods within 15cms of two synapse creature formations will join the swarm belonging to the closest one. If tied, the Tyranid player may chose which formation the brood joins (we recommend moving the brood a cm o so closer to a unit from the formation it has joined in order to avoid confusion later in the turn). Note that broods may start any turn after the first ?out of formation? (i.e. more than 5cms away from another unit from the same swarm). This is okay as long as the brood moves back into formation when the swarm it belongs to takes its? action later in the turn (see 1.2.1 Formations). Any broods that are not within 15cms of a synapse creature at the start of the turn will go to ground and are removed from play. Although not dead it is assumed that the creatures have reverted to their animalistic instincts and are lurking on the battlefield waiting for an easy chance to get their next meal! They may return by using the spawning action described below.
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T1.4 SPAWNING ACTION One of the most terrifying things about fighting a Tyranid army is that there seems to be no end to the number of creatures in the army. Even if an attack is stopped more Tyranids will soon appear to renew it. Some of these creatures will be broods that have gone to ground earlier in the battle but have now been incorporated back into the hive mind, while others will be reinforcements sent by th hive mind to sustain the attack. To represent this Tyranid formations that carry out a marshal action may spawn instead of regrouping. ? Spawning allows the Tyranid player to return broods to play that have been killed or gone to ground, or that were held back at the start of the game. Note that spawning only allows you to re-use units that have been held back or removed from play; you may not create new units. Also note that only broods can be spawned, not synapse creatures (which are too rare to be spawned in this manner). The Tyranid player may return D6 broods to play, plus an extra D6 worth of units if there are no enemy units within 30cms of any units from the formation. The formation may also receive bonuses if led by a Dominatrix, or if Mycetic Spores are used to increase the number of creatures that can be placed (see the Dominatrix and Mycetic Spore datasheets). Each pip on the dice allows one brood to return to play. Broods that are also war engines require a number ?pips? equal to their damage capacity. Place any spawned units within 5cms of a synapse creature from the formation taking the spawn action. Spawned creatures may not set up in the zone of a control of an enemy unit or in impassable terrain.
T1.5 SPECIAL RULE: Breath Weapons Several Tyranid creatures have a Bio-plasmic Breath Attacks. Use the plastic Flamer template from 40K to represent the attack. Place the narrow end touch the creature?s mouth and roll to hit any enemy units that fall under the template (other than the creature itself of course!). The Tyranid player must attempt to get as many units as possible from the target formation under the template. If he fails to do so and his opponent spots the mistake he may move the template to any location so long as it is still touching the creatures mouth. See the guidelines for placing barrage templates in the main Epic rulebook.
T2.0 PHASE IV ?SUBDUAL? TYRANID ARMY LIST ARMY LIST Strategy Rating: 1 Initiative Rating: 2+
Tyranid Synapse Creature formationsUp to a quarter of the armies points may be spent on Synapse Creature formations. Formation Type Units Points Cost 0-1 Dominatrix One Dominatrix 500 points Harridan One Harridan 200 points Hive Tyrant One Hive Tyrant 100 points Synapse Node One Synapse Node 75 points Tyranid Warrior Three Tyranid Warriors 150 points Vituperator One Vituperator 300 points
Tyranid Independent Creature formationsUp to a quarter of the armies points may be spent on Independent Creature formations. Formation Type Units Points Cost Genestealers Eight Genestealers 200 points Hierophants One Hierophant 300 points Hydraphants One Hydraphant 400 points Lictors Two Lictors 100 points
Tyranid Brood Creatures Unit Type Units Points Cost At least a quarter of the army?s points must be spent on the following Brood units. Gargoyles Add any number of Gargoyles 20 points each Gaunts Add any number of Gaunts 15 points each Raveners Add any number of Raveners 20 points each Up to a quarter of the army?s points may be spent on the following Brood Units. Biovores Add any number of Biovores 35 points each Carnifex Add any number of Carnifex 50 points each Expectorator Add any number of Expectorator 65 points each Haruspex Add any number of Haruspex 50 points each Hierodule Add any number of Hierodule 100 points each Mycetic Spores Add any number of Mycetic Spores 25 points each Zoanthropes Add any number of Zoanthropes 50 points each
T3.0 TYRANID UNITS DATA SHEETS
T3.1 SYNAPSE UNITS Dominatrix Type Speed Armour Close Combat Firefight War Engine 15cm 3+ 4+ 4+ Weapon Range Firepower Bio-plasmic Breath Breath Template MW5+, ignore cover. Warp Blast 30cm AP4+/AT4+/AA4+ x4 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Damage Capacity 8. Supreme Commander. Synapse Creature. Fearless. Reinforced armor. (Roll an extra D6 if a Dominatrix carries out a spawning action). Critical Hits: The Hive Tyrant that is symbiotically attached to the Dominatrix is slain. The Dominatrix no longer counts as a supreme commander and may no longer be used by broods as the center of a swarm. Any further critical hits will cause an extra point of damage instead.
Harridan Type Speed Armour Close Combat Firefight War Engine 35cm 4+ 4+ 4+ Weapon Range Firepower Bio-plasmic Breath Breath Template MW5+, AA5+, ignore cover. x2 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Damage Capacity 3. Synapse Creature. Reinforced armor. Skimmer. (May transport up to four of the following units: Gargoyles). Critical Hits: The Harridan is shot through the heart and killed instantly.
Hive Tyrant Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 2+ 4+ Weapon Range Firepower Venom Cannon 30cm AP5+/AT6+ x2 Monstrous Claws (Base Contact) Assault weapons, Macro-weapon, Extra attacks (+1) Tyrant Guard (Base Contact) Assault weapons, Macro-weapon, Extra attacks (+1)
Notes: Commander. Synapse Creature. Fearless. Invulnerable Save.
Synapse Node This is almost like a terrain feature, based on the spore chimney?s made by Forge World. It can?t move or attack after is appeared, by can act as a synapse creature for a swarm, and can be used to spawn more Tyranid creatures. Type Speed Armour Close Combat Firefight War Engine 0 4+ na na Weapon Range Firepower None na na
Notes: Damage Capacity 3. Synapse Creature. Fearless. Reinforced Armour. Teleport.
Tyranid Warriors Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 3+ 5+ Weapon Range Firepower Venom Cannon 30cm AP5+/AT6+ Deathspitters (15cms) Small Arms Scything Talons (Base Contact) Assault Weapons
Notes: Synapse Creature. Fearless.
Vituperator (A larger version of the Harridan) Type Speed Armour Close Combat Firefight War Engine 30cm 4+ 4+ 4+ Weapon Range Firepower Bio-plasmic Breath Breath Template MW5+, AA5+, ignore cover. x2 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Damage Capacity 5. Synapse Creature. Reinforced armor. Skimmer. (May transport one Haruspex and up to eight of the following units: Hive Tyrant, Tyranid Warriors, Gaunts, & Gargoyles). Critical Hits: The Vituperator is shot through the heart and killed instantly.
T3.2 INDEPENDENT UNITS Genestealers Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 2+ - Weapon Range Firepower Rending Claws (Base Contact) Assault Weapons
Notes: Independent Creature. First Strike. Infiltrators. Scouts. Teleport.
Lictors Type Speed Armour Close Combat Firefight Infantry 15cm 6+ 2+ - Weapon Range Firepower Rending Claws (Base Contact) Assault Weapons
Notes: Independent Creature. First Strike. Infiltrators. Scouts. Teleport.
Hierophant Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 3+ 4+ Weapon Range Firepower Bio-plasmic Breath Breath Template MW5+, ignore cover. x4 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Damage Capacity 6. Independent creature. Reinforced armour. Walker. Critical Hits: One of the Hierophant?s monstrous claws is blown off. It suffers an extra point of damage and loses one of its monstrous claw attacks.
Hydraphant (basically a ?neutered? version of the Dominatrix) Type Speed Armour Close Combat Firefight War Engine 15cm 3+ 4+ 4+ Weapon Range Firepower Bio-plasmic Breath Breath Template MW5+, ignore cover. x4 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1) Warp Blast 30cm AP4+/AT4+/AA4+
Notes: Damage Capacity 8. Independent creature. Fearless. Reinforced armor. Walker. Critical Hits: Any critical hits will cause an extra point of damage instead.
T3.3 BROOD UNITS Biovore Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 6+ 6+ Weapon Range Firepower Spore Mines 45cm 1BP, Indirect Fire, Disrupt
Notes: Brood Creature.
Carnifex Type Speed Armour Close Combat Firefight Armored Vehicle 15cm 3+ 3+ 5+ Weapon Range Firepower Choose one option: x2 Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1) or x2 Venom Cannon 30cm AP5+/AT6+
Notes: Brood Creature. Fearless. Reinforced armor. Walker.
Expectorator (a large Biovore) Type Speed Armour Close Combat Firefight Infantry 15cm 5+ 6+ 6+ Weapon Range Firepower Spore Mines 90cm 1BP, Indirect Fire, Disrupt
Notes: Brood Creature.
Gaunts Type Speed Armour Close Combat Firefight Infantry 15cm - 5+ 5+ Weapon Range Firepower Fleshborers (15cms) Small Arms Scything Talons (Base Contact) Assault Weapons
Notes: Brood Creature. Infiltrators.
Gargoyles Type Speed Armour Close Combat Firefight Infantry 30cm - 5+ 5+ Weapon Range Firepower Fleshborers (15cms) Small Arms Bio-plasma Attack (Base Contact) Assault Weapons
Notes: Brood Creature. Jump Packs.
Haruspex Type Speed Armour Close Combat Firefight Armored Vehicle 15cm 4+ 4+ 4+ Weapon Range Firepower Acid Spray 15cms MW5+, ignore cover Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Brood Creature. Reinforced armor.
Hierodule Type Speed Armour Close Combat Firefight War Engine 15cm 4+ 4+ 4+ Weapon Range Firepower Acid Spray 15cms MW5+, ignore cover Monstrous Claws (Base Contact) Assault Weapons, Macro-weapon, Extra attacks (+1)
Notes: Damage Capacity 2. Brood Creature. Reinforced armor. Walker. Critical Hits: ?The Hierodule is shot through the heart and killed instantly. Any unit in base contact suffers a hit on a roll of 6+ as the Hierodule collapses.
Mycetic Spores Type Speed Armour Close Combat Firefight Na na na na na Weapon Range Firepower None na na
Notes: Mycetic spores may be used at any time that a Tyranid formation spawns extra units. Place the Mycetic spore within 5cm of a unit from the formation. It allows the formation to spawn an extra 1D6 units. A maximum of three Mycetic Spores may be used each time a formation spawns (i.e. you can?t use them to spawn more than +3D6 units.)
Ravener Type Speed Armour Close Combat Firefight Infantry 20cm 4+ 3+ 5+ Weapon Range Firepower Deathspitter (15cms) Small Arms Scything Talons (Base Contact) Assault Weapons
Notes: Brood Creature.
Zoanthrope Type Speed Armour Close Combat Firefight Infantry 15cm 4+ 6+ 4+ Weapon Range Firepower Warp Blast 30cm AP4+/AT4+/AA4+
Notes: Brood Creature.
APPENDIX ONE ? TYRANID WEAPONS: Acid Spray 15 cm, MW5+, ignore cover Used by: Haruspex, Hierodule
Bio-plasma Attack (Base Contact), Assault Weapons Used by: Gargoyles
Bio-plasmic Breath Breath template, MW5+/AA5+, ignore cover Used by: Harridan, Vituperator, Hierophant, Hydraphant, Dominatrix
Deathspitters (15 cm), Small Arms, FF5+ Used by: Tyranid Warriors, Ravener
Fleshborers (15 cm), Small Arms, FF5+ Used by: Gaunts, Gargoyles
Monstrous Claws (Base Contact), Assault Weapons, Macro-Weapon, Extra attacks (+1) Used by: Hive Tyrant, Carnifex, Haruspex, Hierodule, Harridan, Vituperator, Hierophant
Rending Claws (Base Contact), Assault Weapons Used by: Genestealers, Lictors
Scything Talons (Base Contact), Assault Weapons Used by: Tyranid Warriors, Gaunts, Ravener
Spore Mines 45 cm (Biovore)/90 cm (Expectorator), 1BP, Indirect Fire, Disrupt Used by: Biovore, Expectorator
Tyrant Guard (Base Contact), Assault Weapon, Macro-Weapon, Extra Attacks (+1) Used by: Hive Tyrant
Venom Cannon 30 cm, AP5+/AT6+ Used by: Hive Tyrant, Tyranid Warriors
Warp Blast 30 cm, AP4+/AT4+/AA4+ Used by: Zoanthrope
APPENDIX TWO ? HARD TO FIND TYRANID MODELS This section still needs to be added, but will include all of the Tyranid models GW has ever made, all of Forge Worlds models, and details of the Tyranid bio-weapons not included in the GT army lists above.
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