Some friends and I are having a lot of fun incorporating some SC2 units into our games of
WH40K. I've recently tried to make an entry for the Tyranid Roach. The little ® were supposed to be arrows, but apparently the formatting didn't copy very well. Anyway, we've all been changing a lot of things around, so I'll try to explain so things make sense. The
Tyranid special rule is an army-wide special rule; it grants Fleet and Move Through Cover. This makes for some interesting new ways to play with 'Nids. We reverted Scything Talons back to granting +1 Attack. The Coarse Shell is just a regular 5+ Armor Save. If anyone has played SC2, you pretty much get the gist of the role of Zerg Roaches. Their role here is pretty similar except I axed the shooting aspect and just designed them purely for melee ambushes. Lemme' know what you think. It's just for fun, so try not to get too serious.
FAST ATTACK
TYRANID ROACH BROOD … 20 points/model
WS4
BS0
S4
T4
W2
I4
A2
LD6
SV5+
Unit Composition:
3-6 Tyranid Roaches.
Unit Type:
Infantry.
Equipment:
Claws and teeth.
Coarse Shell.
Special Rules:
Tyranid. ® Fleet, Move Through Cover.
Deep Strike.
Stealth.
Vulnerable to Blasts/Templates.
OPTIONS:
The entire unit may select the following weapons:
-Rending Claws … 5 points/model. ® Rending Attacks (5+).
-Scything Talons … 2 points/model. ® +1 A.
The entire unit may select the following upgrades:
-Adrenal Glands … 2 points/model. ® Furious Charge.
-Extended Carapace … 5 points/model. ® +1
SV.
-Fused Exoskeleton … 5 points/model. ® +1 T.
-Toxin Sacs … 2 points/model. ® Poisoned Attacks (4+).
The entire unit may select the following abilities:
-Subterranean Assault … 5 points/model.
-Tissue Reconstitution … 5 points/model.
-Tunneling Claws … 5 points/model.
ABILITIES:
Tunneling Claws.
If the model or models with the Tunneling Claws ability should Deep Strike onto a point occupied by an enemy model or models, Impassable Terrain or off of the battlefield, do not roll for a Deep Strike Disaster result. Instead, reduce the Scatter Distance by the minimum amount required to avoid the obstacle.
Tissue Reconstitution.
At the start of your Movement Phase, as long as the model or models with the Tissue Reconstitution ability is still alive, roll a
D6. On a roll of 4+, the model or models recover a single wound.
Subterranean Assault.
A model or models with the Subterranean Assault ability may launch an assault in the Assault Phase after deploying via Deep Strike.