SPECIAL RULES: Tyranid Vehicles, being bio-constructs, may move 12" and assault 6". Tyranid vehicles count as Mounstrous Creatures for the purposes of assaulting, and thus count as having a power weapon and roll 2D6 for armour penetration in close combat with other vehicles. |
Author's Notes: IMHO, Tyranid vehicles would be too slow to close assault troops. I can understand them having the ability to assault other vehicles, but picturing a big lumbering bio-construct vehicle as having the agility to close assault troops stretches my belief system beyond breaking. The ability for these vehicles to assault is based on Epic Space Marine, where they would be assaulting compant to regimental size formations, not the small squad formations used in Warhammer 40,000. This ability does not truly fit the scale of Warhammer 40,000. I would advise using some discretion before using these vehicles in your Warhammer 40,000 games.
TRANSPORT: TYRANID MALEFACTOR | |||||||||
Vehicle | Pts | WS | BS | S | FA | SA | RA | I | A |
Malefactor | 201 | 4 | 3 | 8 | 12 | 11 | 10 | 4 | 3 |
Type: Tyranid Bio-Construct | Crew: Itself |
Weapons: 2 Frag spine launchers and Spore cysts
Transport: The Malefactor may transport one brood of up to 10 Wounds worth of Tyranid Warriors, Genestealers, Termagants, or Hormagaunts.
Points Figuring:
Speed: Other (12") +15
Transport: 10 models +5
Size: Other (Very Large) +25
Armour (4x10) +40
Characteristics (WS4+S8+I4xA3) +48
2 Frag spine launchers +20
Spore cysts +8
Power weapon (Monstrous creature) +10
Assault move: +10
2D6 Armour Penetration in Close Combat: +20
Total Points: 201
TYRANID EXOCRINE | |||||||||
Vehicle | Pts | WS | BS | S | FA | SA | RA | I | A |
Exocrine | 188 | 3 | 3 | 8 | 12 | 11 | 10 | 4 | 2 |
Type: Tyranid Bio-Construct | Crew: Itself |
Weapons: Biocannon and Spore cysts
Points Figuring:
Speed: Other (12") +15
Size: Other (Very Large) +25
Armour (4x10) +40
Characteristics (WS3+S8+I4xA2) +30
Biocannon +30
Spore cysts +8
Power weapon (Monstrous creature) +10
Assault move: +10
2D6 Armour Penetration in Close Combat: +20
Total Points: 188
TYRANID DACTYLIS | |||||||||
Vehicle | Pts | WS | BS | S | FA | SA | RA | I | A |
Dactylis | 183 | 3 | 3 | 8 | 12 | 11 | 10 | 4 | 2 |
Type: Tyranid Bio-Construct | Crew: Itself |
Weapons: Bile pod launcher and Spore cysts
Points Figuring:
Speed: Other (12") +15
Size: Other (Very Large) +25
Armour (4x10) +40
Characteristics (WS3+S8+I4xA2) +30
Bile Pod Launcher +25
Spore cysts +8
Power weapon (Monstrous creature) +10
Assault move: +10
2D6 Armour Penetration in Close Combat: +20
Total Points: 183
TYRANID HARUSPEX | |||||||||
Vehicle | Pts | WS | BS | S | FA | SA | RA | I | A |
Haruspex | 250 | 5 | 3 | 10 | 13 | 11 | 10 | 5 | 4 |
Type: Tyranid Bio-Construct | Crew: Itself |
Weapons: 2 Acid Jets and 2 Frag Spine Launchers
Points Figuring:
Speed: Other (12") +15
Size: Other (Very Large) +25
Armour (5x10) +50
Characteristics (WS5+S10+I5xA4) +80
2 Acid Jets +20
2 Frag spine launchers +20
Power weapon (Monstrous creature) +10
Assault move: +10
2D6 Armour Penetration in Close Combat: +20
Total Points: 250
TYRANID TRYGON | |||||||||
Vehicle | Pts | WS | BS | S | FA | SA | RA | I | A |
Trygon | 300 | 5 | 3 | 10 | 14 | 12 | 11 | 5 | 5 |
Type: Tyranid Bio-Construct | Crew: Itself |
Weapons: Bio-Shock Field
Points Figuring:
Speed: Other (12") +15
Size: Other (Very Large) +25
Armour (9x10) +90
Characteristics (WS5+S10+I5xA5) +100
Bio-Shock Field +30
Power weapon (Monstrous creature) +10
Assault move: +10
2D6 Armour Penetration in Close Combat: +20
Total Points: 300
TYRANID BIO-WEAPONS | ||||
Weapon | Rng | Str | AP | Type |
Frage Spine Launcher | 24" | 4 | 6 | Heavy 1 Blast |
Spore Cysts | 12" | 4 | 5 | Assault 4 |
Biocannon | 48" | 10 | 4 | Heavy 1 Blast |
Bile Pod Launcher | G60" | 6 | 4 | Heavy 1 Blast |
Acid Jet | 24" | 8 | 4 | Heavy 1 |
Bio-Shock Field | 36" | 9 | 3 | Ordnance 1 Blast |
These points were figured up using the same system for vehicle creation that Games Workshop uses, or as near to it as poosible without extensive playtesting. These are only base points, which may need to be raised after playtesting.