Tearersaur: (Fast attack)
Unit size: 1-3
WS: 5
BS 5 S5 T5 W3 I6 A3 LD8 SV3+ Pts ???
Unit type: Flying Monstrous creature
Wargear: Twinlinked Gear shredder, twinlinked EMP repeater
Gear shredder. A lethal and deadly weapon that essentially launches a giant buzzsaw at opponents, the gear shredder is infamous for ripping through vehicles, sawing through armor, and hacking off limbs. It has the following profile
Rng 36' S6, AP2, Heavy D3, Armorbane,
EMP repeater: Firing rapid fire bursts of electromagnetic energy that play havoc with electronics, the EMP repeater is frequently mounted on the noses of Decepticon fliers, and posseses enough energy to be of some danger to lighter infantry. It has the following profile.
Rng 24', S4 AP5, Heavy 4 Haywire.
Dual wristblades: Built for the express purpose of war, Tearersaurs possess two, long, scything retractable blades that they may deploy from their wrists in addition to their massively thick and powerful limbs that can crush even landraiders. Though they are quite ponderous and slow, the extra reach afforded to them by these wristblades allows them to strike at targets they would have otherwise missed. Thus they may reroll all failed to hits in melee.
Special rules: Acute senses, Self Regenerating Molecular armour, Afterburn
Acute senses: Due to their mechanical optics generally being greatly superior to those of most organics, decepticons can function in conditions that would leave humans flailing and useless, granting them acute senses.
Self regenerating Molecular armour: Due to their miraculously strong composites for their construction, Decepticons gain the benefits of feel no pain as they simply shrug off incoming attacks. With their combat grade shells, Tearersaur gain the benefit of a 5+
FNP save.
Afterburn: On any given turn, a Tearersaur may elect to instead of moving as a swooping creature, move as Supersonic flier at the expense of having to obey vehicle facing to determine arcs of fire.
Fluff: Seeing that their new foes utilized "non-living" machines in abundance, Megatron commissioned a new class of Decepticon to be sent to the front lines with no goal but the destruction of said vehicles with the side benefit of maiming heavily armored targets. Unleashing deadly, rippling waves of EMP and lethal spinning discs that tear through virtually any target, the sign of a Tearersaur in the skies typically means the quick destruction of entire armored columns shortly afterwards. On the first deployment of the new Tearersaurs, the Decepticons managed to obliterate no less than three entire Tau armored Cadres within a single hour of combat.
The Tearersaurs swooped down, targeting the Taus precious armored vehicles and ripping into them. Coming screaming towards the ground and firing off their weaponry, the Tearersaurs slaughtered the Blueskin's vehicles in droves while Snipers ripped through their anti-aircraft Battlesuits, eradicating much of the Tau forces there without losing a single Decepticon to the Tau Empire during the engagement. The attack, executed by Starscream and his seekers, was a high point in the Decepticon's purging of the entire Tau subsector to punish them for a daring raid from several ARCs that managed to capture a wolf pack of Decepticon cruisers.
Some say it was a wing of Tearersaurs that downed the Ethereal's personal Manta, leaving it open for the Ethereal to be captured, detained, and extensively tortured by the most sadistic decepticons they could find to pry open the secrets of the Tau empire, learning much more about their new foes in the process. In light of their success, Tearersaurs have become widely deployed, with important accolades such as participating in the purging of the Tomb World Golem's Doom, the Hive World Horatio Secundus, the destruction of Ghargvorl's Chaos Warband, and the eradication of the Litany of Rage Space Marines chapter and conquest of their chapter world all under their belts.
Tearersaurs are an arrogant bunch, their spirits buoyed by the Decepticon invasion forces constant successes against the natives of the galaxy as they carve out a new Cybertronian Empire. It has become a matter of pride for Tearersaurs to destroy as many vehicles as they can, with a nearly psychotic obsession to destroying vehicles being formed. Were it not for potent friend or foe systems that allow Decepticons to identify those in disguise, they would have been a prime cause of Friendly fire incidents. As it stands, they are destroying vehicles faster than the forge worlds in the areas where they are being deployed can replace them and have brought nothing but grief to Bonesingers, Earth caste builders, Tech priests, and Warpsmiths everywhere.
Tearersaurs see Daemon engines in particular as an offense to the Cybertronian creed, and take great pleasure in destroying them, hopefully with Decepticon scientists nearby who can use Space Bridge technology to trap the Daemons, cutting them off from the warp within dimensions utterly alien to Daemonkind, where the Daemons are brought in for "study". However, the Tyranids remain worrisome as the Decepticons are not accustomed to numbers of such magnitude, as do the Necrons for their technology which some Cybertronians fear may be on even footing with the Decepticons themselves, is quite up to the challenge of facing down Tearersaurs.
Tearersaurs, like all Decepticons, make prime captives for the experimentations of Ork Mekboyz, who subject the Cybertronians to unspeakable torture as they "orkify" the captured Cybertronian, who more often than not, remains all too alive as the Orks "loot" them, with the Orks having found ways to force Cybertronians to obey their commands, usually through implementation of agonizing wire pulling and fearfully crude implants into the Cybertronian's nervous system. As Flyboyz are especially cruel to "looted" transformers, Tearersaurs prefer to carry enough grenades to kill themselves and preserve their Sparks from torture should they be disabled by Orks.