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There's that old bit of fluff about the theory that the Tyranids are running away from something that pops up from time to time and someone suggested that as the Tyranids are obviously inspired by the movie Alien and the bugs from Starship Troopers it would be logical to suggest that they are running from some form of Predator. Of course the xenomorphs never fled from anything, but it makes an interesting concept.
What if the Tyranids are fleeing from some sort of creature that excels at destroying them? How could such a creature be represented? Would be simply something of great intelligence or cunning or perhaps a massive warrior race of similar size to Hive Tyrants/Tyranid Warriors?
My idea.
Confused and contradictory statements from shell shocked survivors of the Sheol PDF report that an unidentified alien force was encountered during the Tyranid assault upon their world. These combatants largely ignored PDF troopers and reportedly focused their efforts against the rampaging Tyranid forces with great success and are responsible for not only driving them from the planet, but also annihilating every last trace of Tyranid biomass. The aliens are described as being massive bipedal creatures standing over 6 meters in height, possessing two powerfully built legs, and two pairs of wiry dexterous arms. They were lightly armoured, but their flesh appeared to be thickened and resistant to all forms of anti infantry weapon used against them. Their armament consisted of unidentified energy weapons, theorized as possibly a more advanced form of plasma, a multitude of biological and chemical weaponry, an unidentified thermal based weapon, in addition to refined monomolecular blades capable of cutting through the reinforced armor of a Leman Russ that made the fatal mistake of engaging them in combat. Whatever they may be, they appear to be faster, stronger, more intelligent and technologically advanced than any race in the known galaxy. Emperor help us, if the Tyranid horde is truly fleeing from these beasts, what can we do to stop them?
Army Special Rules
Tyranid Hunter - A model with the Tyranid Hunter special rule must reroll all failed rolls to hit and wound against monstrous creatures in close combat.
Psychic Void - All Tyranid Hunters are blanks and disrupt the focus of nearby psykers. Psykers within 18" of a model with the Psychic Void rule roll 3d6 for psyker tests and use the two highest dice. All models with the Psychic Void rule have a 2+ invulnerable save against psyker shooting attacks.
Thick Hide - 3+ Armor Save.
Wargear
Repeater - SX AP4 Assault 3 24", the Tyranid Hunter Repeaters are LMGs that fire toxic bolts. They always wound on a 3+ regardless of the target's toughness.
Plasma Repeater - S8 AP2 Assault 3 24"
Plasma Cannon Repeater - S8 AP2 Assault 2 36" Blast
Missile Launcher Three Firing Modes
- Plasma S8 AP2 Heavy 1 48" Large Blast
- Thermal S4 AP5 Heavy 2 48" Large Blast
- Mindshatter SX AP- Heavy 3 48" Instead of rolling to wound all models hit by Mindshatter must take a leadership test with a -3 modifier. If the test is failed the model is removed
from play as neural synapses overload and render it comatose.
Neural Net - SX AP- Assault 1 18" Range Large Blast - Models struck by the net must pass a leadership test with a -1 modifier or are reduced to initiative 1 and weapon skill 1 for the remainder of the shooting player's turn.
Incinerator - S5 AP4 Assault 1 Template
Heavy Incinerator - S6 AP3 Heavy 2 Template (a model firing a Heavy Incinerator may not assault in the following assault phase under any circumstances)
Cutting Beam - S10 AP1 Assault 1 12" Melta
Hunter Combat Blade - Counts as close combat weapon, always wounds on a 2+. AP6
Monomolecular Blade - Strikes at the user's strength. AP2 Armourbane Specialist Weapon
Hunter War Blade - A massive two handed weapon forged of an unknown metal. Strength +2, AP4. Rending. Two handed.
Plasma Grenades - Offensive grenades. S8 +d6 damage vs vehicles.
Toxic Grenades. - Defensive grenades.
Shield Emitter. 4+ Invulnerable Save.
HQ
Hunter Prime 180 Points
WS6 BS6 S6 T6 W5 I6 A5 LD10 SV3+
Special Rules: Tyranid Hunter, Psychic Void, Stealth, Infiltrate, Fearless, Eternal Warrior, Infantry (Character), Thick Hide, Feel No Pain.
Wargear: Plasma and Toxic Grenades, Hunter Combat Blade, Repeater.
Options: May replace Hunter Combat Blade with a Monomolecular Blade for +20 Points or Hunter War Blade for +10 Points. May replace Repeater with Plasma Repeater for +5 Pts, Neural Net for +5 Pts, or Incinerator for +10 Pts. May purchase a Shield Emitter for +20 Points.
To be continued.
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