Tyranid Warriors Experimental Strain

Homebrew by Terra

Experimental Recreation of the HIVE SWARM Tyranid Warriors Fireteam. Actively being tested to test "balance"

A Hive Fleet is a large armada of living, biomechanical starships created by the Tyranids for the purpose of gathering the raw materials and biomass necessary for the reproduction, evolution and expansion of their species. A hive fleet is used to attack and strip star systems of their biomass using the full range of Tyranid bioforms.

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Composition

A KILLTEAM NAME Killteam may include of 6 Operatives from the list selected below.

TYRANID WARRIOR

TYRANID WARRIOR PRIME TYRANID WARRIOR SHRIKES

Your Killteam may only include 2 SHRIKE (operatives) and/or 2 PRIME (operatives)

Common Abilities and Options

Pressure:*
Enemy operatives within 1" of this model gain a temporary -1 to their ATTACK characteristic on all weapons.

Synapse:

While this operative is injured and within 6" of a friendly PLACEHOLDER TAG operative, do not

  • Worsen the HIT stat of weapons it is equipped with as a result of being injured.
  • Subtract 2" from its MOVE characteristic as a result of being injured.

Synergy:*

If a weapon with this rule is being used for a SHOOT or FIGHT action than the following is true. If the SHOOT/FIGHT action is a "free" SHOOT/FIGHT action, and would not consume an AP, than you must consume a action point to use this rule.

SHOOT actions made with this selected weapon are considered as two (2) actions for rules. FIGHT actions made with this selected weapon are considered as one (1) actions for rules. If it would be changed from One (1) or Two (2) for any other reason, than this section maybe ignored.

SHOOT/FIGHT actions made with this selected weapon gain an additive (+) bonus equal to half the ATTACK stat of the selected weapon. (Rounded down with halves. Example: 5 ATTACKS = 5+4, 4 ATTACKS = 4+2)

Weaponbeast:
If this operative is equipped with two seperate melee weapons, add 1 to their Attacks characteristics.

Having Rending Claws (both arms) and a Bonesword (one arm) is a valid example for this Ability.

Tyranid Warrior
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Spinefists
One Spinefist (Rng 6")
5
4+
3/4
Two Spinefists (Rng 6", Synergy*)
5
4+
3/4
Lashwhip
Focused (Rng 3", Stun, Pressure*)
4
3+
3/4
Sweeping (Rng 3", Torrent 2", Pressure*)
4
3+
3/4
Devourer (Ceaseless, Lethal 5+)
5
3+
3/4
Deathspitter (Blast 1", Punishing)
4
4+
3/4
Bonesword
One Bonesword (Lethal 5+)
4
3+
4/6
Two Boneswords (Lethal 5+, Synergy*)
4
3+
4/6
Rending Claws
One Claw (Rending)
4
3+
4/5
Two Claws (Rending, Synergy*)
4
3+
4/5
Scything Talons
One Talon (Punishing)
4
3+
4/5
Two Talons (Punishing, Synergy*)
4
3+
4/5
Abilities
Pressure*SynapseSynergy*Weaponbeast
PLACEHOLDER TAG, FACTION TAG, SYNAPSE 2
Tyranid Warrior Prime
A 3
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Spinefists
One Spinefist (Rng 6")
5
4+
3/4
Two Spinefists (Rng 6", Synergy*)
5
4+
3/4
Lashwhip
Focused (Rng 3", Stun, Pressure*)
4
3+
3/4
Sweeping (Rng 3", Torrent 2", Pressure*)
4
3+
3/4
Devourer (Ceaseless, Lethal 5+)
5
3+
3/4
Deathspitter (Blast 1", Punishing)
4
4+
3/4
Bonesword
One Bonesword (Lethal 5+)
4
3+
4/6
Two Boneswords (Lethal 5+, Synergy*)
4
3+
4/6
Rending Claws
One Claw (Rending)
4
3+
4/5
Two Claws (Rending, Synergy*)
4
3+
4/5
Scything Talons
One Talon (Punishing)
4
3+
4/5
Two Talons (Punishing, Synergy*)
4
3+
4/5
Abilities
Pressure*SynapseSynergy*Weaponbeast
PLACEHOLDER TAG, FACTION TAG, SYNAPSE 2
Tyranid Warrior Shrike
A 3
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Spinefists
One Spinefist (Rng 6")
5
4+
3/4
Two Spinefists (Rng 6", Synergy*)
5
4+
3/4
Lashwhip
Focused (Rng 3", Stun, Pressure*)
4
3+
3/4
Sweeping (Rng 3", Torrent 2", Pressure*)
4
3+
3/4
Devourer (Ceaseless, Lethal 5+)
5
3+
3/4
Deathspitter (Blast 1", Punishing)
4
4+
3/4
Bonesword
One Bonesword (Lethal 5+)
4
3+
4/6
Two Boneswords (Lethal 5+, Synergy*)
4
3+
4/6
Rending Claws
One Claw (Rending)
4
3+
4/5
Two Claws (Rending, Synergy*)
4
3+
4/5
Scything Talons
One Talon (Punishing)
4
3+
4/5
Two Talons (Punishing, Synergy*)
4
3+
4/5
Abilities
FlyPressure*SynapseSynergy*

Fly: Whenever a friendly PLACEHOLDER TAG operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it can be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

PLACEHOLDER TAG, FACTION TAG, SYNAPSE 2
Equipment
Ploys
TacOps