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Tyranid / Bio-construct / Mind-SlaveExtended Force List
ModelAPFree 90°TurnCloseAssaultDiceRangedWeaponRoll to KillAsPoint Costper BlipModels per Blip
Termagaunt6Yes1d6 -1see belowPurestrain12Hunter-Slayer6Yes1d6 -2see belowHybrid14Tyranid6No2d6 +2see belowPurestrain31Mind-Slaves--------Chaos Marine4Yes1d6 -2Bolter,crack &fragPower Armor12-Ork 4Yes1d6 -2Bolter &Crack GrenadeHybrid13-Gretchin5Yes1d6 -3Shotgun*Hybrid -1½ point2
Mind-Slaves
are victims of various races that have been caught up in the path of the Hive-Swarm and become psychically controlled killing zombies for the Tyranid armies, rather thanfood for its organisms. Mind-Slaves enter as blips, and once converted the model receives itsnormal attributes & AP's.
Gretchin
Shotguns
cost 1AP to fire, and have 2 types of ammunition:
Slugs
&
 Pellets.
Slugsare single target shells, with a range of 12, dealing damage equivalent to a bolter. Pellets hit allmodels in LOS & fire-arc within 3 squares, with the strength of a bolter on the WeaponReference 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 overwatchfor 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.
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