Once I finish the tyranids, I'll probably start working on orks or dark eldar. I'll be redoing the gear list, and I'll probably write up a few Savage Deathwatch one-sheets. At this point, all I have to finish up for the playtest is the gear, which hopefully shouldn't take much more than an hour or so. So, that said, here's the actual content I've got finished up for today.
Tyranids
New Monstrous Abilities
Animal Instincts: This tyranid can only
attack the nearest foe unless otherwise commanded by a tyranid with
the Synapse Creature ability.
Synapse Creature: This tyranid can
command other, non-synapse creature tyranids in the immediate
vicinity. If a synapse creature is commanding, tyranids can attack
any enemy desired, rather than defaulting to the nearest enemy.
Genestealer
Attributes: Agility d8, Smarts d4 (A),
Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8,
Notice d6
Pace: 10
Parry: 6
Toughness: 6
Special Abilities:
Scything Talons: Str+d6
Rend: If a genestealer hits with a
raise on its talons talons, it causes an extra d6 damage on top of
its regular attack damage.
Animal Instincts
(Wild Card) Genestealer Broodlord
Attributes: Agility d8, Smarts d6 (A),
Spirit d8, Strength d8, Vigor d8
Skills: Fighting d12, Intimidation d8,
Notice d8, Shooting d8
Pace: 10
Parry: 8
Toughness: 10 (3)
Special Abilities:
Scything Talons: Str+d8
Rend: If a broodlord hits with a raise
on its talons, it causes an extra d6 damage on top of its regular
attack damage.
Synapse Creature: The broodlord can
command other tyranid creatures, overriding their Animal Instincts
ability.
Termagant
Attributes: Agility d8, Smarts d4 (A),
Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d4,
Shooting d6
Pace: 5
Parry: 5
Toughness: 4
Special Abilities:
Fearless: Termagants are immune to Fear
and Intimidation.
Claws: Str
Fleshborer: d6
Animal Instincts
Hormagaunt
Attributes: Aglity d8, Smarts d4 (A),
Spirit d4, Strength d6, Vigor d6
Skills: Fighting d6, Notice d6
Pace: 6
Parry: 5
Toughness: 4
Special Abilities:
Fearless: Hormagaunts are immune to
Fear and Intimidation.
Scything Talons: Str+d6
Animal Instincts
Ripper Swarm
Attributes: Agility d10, Smarts d4 (A),
Spirit d12, Strength d8, Vigor d10
Skills: Notice d6
Pace: 10
Parry: 4
Toughness: 7
Special Abilities:
Bite: 2d4 damage to everyone in the
template, even to armored enemies.
Split: Ripper swarms are cunning enough
to split into smaller swarms (Small Burst Template) if their enemies
split up. The toughness of these separate swarms are lowered by -2
for each split.
Swarm: Ripper swarms cover an area the
size of a Medium Burst Template and attack every foe within the area
each round.
Animal Instincts
Gargoyle
Attributes: Agility d8, Smarts d4 (A),
Spirit d6, Strength d6, Vigor d6
Skills: Notice d6, Shooting d6
Pace: 4
Parry: 4
Toughness: 4
Special Abilities:
Animal Instincts
Fleshborer d6
Flight: Pace 10, Climb 2
(Wild Card) Flying Hive Tyrant
Attributes: Agility d8, Smarts d8,
Spirit d10, Strength d12+9, Vigor d12
Skills: Fighting d10, Intimidation d12,
Notice d12, Shooting d10
Pace: 8
Parry: 7
Toughness: 20 (4)
Special Abilities:
Armor +4: Hardened carapace
Bone Sword/Lash Whip: Str+d8
Venom Cannon: 2d10+2, AP 2
Flight: Pace 24, Climb 0
Hardy: The Hive Tyrant does not suffer
a wound from being Shaken twice.
Huge: Attackers gain +4 to their
Fighting/Shooting rolls to attack the Hive Tyrant due to its massive
size.
Frenzy: The Hive Tyrant may make two
Fighting attacks with no penalty.
Level Headed: The Hive Tyrant may act
on the best of two cards.
Size +6: Hive Tyrants are huge, over 20
feet tall and 30 feet long (including the tail).
Tail Lash: The Hive Tyrant can beat
opponents with its tail in its rear facing in a 3” by 6” area.
This is a normal Fighting attack
Synapse Creature: The Hive Tyrant can
command other tyranid creatures, overriding their Animal Instincts
ability.
(Wild Card) Hive Tyrant
Attributes: Agility d8, Smarts d8,
Spirit d10, Strength d12+9, Vigor d12
Skills: Fighting d10, Intimidation d12,
Notice d12, Shooting d10
Pace: 8
Parry: 7
Toughness: 20 (4)
Special Abilities:
Armor +4: Hardened carapace
Bone Sword/Lash Whip: Str+d8
Venom Cannon: 2d10+2, AP 2
Hardy: The Hive Tyrant does not suffer
a wound from being Shaken twice.
Huge: Attackers gain +4 to their
Fighting/Shooting rolls to attack the Hive Tyrant due to its massive
size.
Frenzy: The Hive Tyrant may make two
Fighting attacks with no penalty.
Level Headed: The Hive Tyrant may act
on the best of two cards.
Size +6: Hive Tyrants are huge, over 20
feet tall and 30 feet long (including the tail).
Tail Lash: The Hive Tyrant can beat
opponents with its tail in its rear facing in a 3” by 6” area.
This is a normal Fighting attack
Synapse Creature: The Hive Tyrant can
command other tyranid creatures, overriding their Animal Instincts
ability.
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