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==Small== Small weapons are used by Termagants, the working class of any Tyranid army, and [[Gargoyle]]s. ===Devourer=== [[File:Dev6.jpg|200px|right|thumb|Devourer]] The '''Devourer''' is simply a lump of flesh that launches a shower of tiny, short-lived and very hungry lifeforms (sometimes described as worms, others as small beetles) onto a target that immediately start to [[Grimdark|burrow into the target with their maw/mandibles and devour it alive from the inside out]]. Like all Tyranid weapons, the Devourer uses a bio-electric jolt (GeeDubs way of simply saying it fires via the nervous system) to promptly tell the lazy fuckers sleeping inside to get to work. A much larger version called the Brainleech Devourer is mounted only on larger Tyranid organisms and uses specialize Brainleech worms that are far more aggressive and voracious, and go for the target's brain matter to make sure of the 'kill'. This weapon has a nice range and acceptable firepower for a weapon of its size, albeit it doubles your Termagaunts in cost (while tripling their number of ranged attacks per round, a very economical way to increase dakka as long as you protect your Gaunts somehow. As of 6th edition, you can have mixed weapon options now so throw up a wall of spinegaunts or something). If you take this weapon in large broods, you will be aiming at your enemy's biggest units to just drown the suckers in dozens of shots. ===Fleshborer=== [[File:FB6.jpg|200px|right|thumb|Fleshborer]] The '''Fleshborer''' is one of the most iconic Tyranid weapons, a simple design that fires a borer beetle that eats its way through anything it comes across during its flight. Like the Devourer and most Nid firearms, the Fleshborer can only be fired by its respective host, [[Heresy|unless some mad scientist from the Imperium decides its a good idea to attach some electrodes to the weapon like Frankenstein.]] Because the borer beetle is a ''particularly'' lazy fucker, more electro-shocks are required to jolt their asses into action. [[Derp|For some....reason.]] Some Mago Xenobiologi speculate that the Fleshborer itself (The gun that is) [[Wat|is related to the borer beetle or is an evolutionary niche for the borer beetle.]] They state that the gun <u>IS</u> the mother that lays the eggs which means that [[What|each mature beetle somehow metamorphose into a gun.]] [[Herp|We usually know the GW is pretty bad at simple biology, but this is beyond ridiculous and ludicrous.]] Why the Hive Mind thought it was a good idea to make a creature mature into an immobile and helpless adult unless picked up specifically by a Tyranid is a [[Fail]] of epic proportions. It could be that mature female beetles simply merge themselves with regular tyranid organisms, similar to male anglerfish, just the opposite sex. Being the basic weapon for Termagaunts, it has the same stats as an ordinary Bolt Pistol. It will still prove to be more than enough to kill anything with toughness of 7 or less and AV10, as long as you have a lot of them. Tyranids being what they are, you will almost always have a lot of them. Range 12, strength 4, AP-, and it is an assault 1 weapon. ===Spike Rifle=== [[File:Spikerifle.jpg|200px|right|thumb|Spike Rifle]] The '''Spike Rifle''' is a weapon exclusive to Termagaunts. It is, simply put, a harpoon launcher. That's about it. More specifically its mechanics are like....exactly the same as a regular harpoon launcher just that the string and trigger are alive and swell. It is essentially a bony tube lined with cord muscles that is compressed like a coil. Once the Nid relaxes the muscles, the stored energy pushes the row of harpoon-like spikes into the adjacent target. The barbs are fucking sharp though; able to tear at a victim's arteries and cause them to bleed to death. To make it even more killy the barbs and the gun itself is laced with acidic veins and toxin sacs to make any scratch almost always fatal. Whilst it can puncture Jimmy's [[Flak Armor]], don't think it would do quite swell with [[Power Armor]]. Statwise it's less imposing than it's description: range 18", S3, AP-, Assault 1. Only use these if you do not want to pump a huge amount of points into Devourers but you do not want half your brood to not be able to fire when the Devilgaunts do. Otherwise avoid them...because they suck. <gallery> Spike-Rifles-5-1024x768.jpg </gallery> ===Spinefists=== [[File:Spinefist6.jpg|200px|right|thumb|Spinefist]] A lighter weapon, the '''Spinefists''' are used in pairs. They are the more [[Dakka]] version of the Bio-Weapons and are used more akin to a Uzi with worse penetration and more poison. They shower the target with a hail of poisoned spikes, the sheer amount of darts fired ensure that the target is hit. A tube runs from the air sac powering the weapon, through the user's arm to its lungs. This means that larger creatures get more mileage out of what is essentially the same weapon, proving that even something as simple as a blowgun can be [[Warp|horribly perverted]] by the grim darkness of the far future. [[Spinegaunt]]s, as their name implies, are the most prolific users of these things. As of 8E, they act like pistols, which means Raveners (and Rippers, which get the similar Spinemaw) can shoot, get stuck in, and still fire off a few shots without having to disengage first. ===Strangleweb=== [[File:Strangle.jpg|200px|right|thumb|Strangleweb]] With this weapon, your Tyranids too can learn [[Meme|how to shot web]]. Essentially a Tyranid [[Webber]]. The effects of the '''Strangleweb''' can be described best as a non-cutting variation of the [[Death Spinner]] used by the Warp Spiders: instead of slicing through their opponents, it constricts them, and maybe crushes them to death. The inner workings are also what you expect. It is comprised of a living spider-like creature that fires a sticky mesh of mucous-like strands which ensnare a target. For some ''reason'', these are often the most popular Nid weapons for the Hive Mind to capture live specimens for dissection and gene-splicing. Why the Nids couldn't just do the old fashion way of eating the biomass and then translating its genetic info inside a [[Reclamation Pool]], we have no idea. That's a pretty big maybe: wounding even basic Guardsmen at 5+ and rolling against Strength instead of Toughness to wound means that this weapon would be best if used against the likes of the [[Death Guard]]... if shooting them wasn't a stupid idea for a Tyranid player in the first place ''AND'' if you could take more than 1 of them per 10 Gaunts. <gallery> Strangleweb.PNG </gallery> ===Blinding Venom=== [[File:Blinding_Venom.JPG|200px|right|thumb|Blinding Venom]] Imagine baby Drool Cannons, that's basically the Blinding Venom. Unique to Gargoyles, they can spit acid in the eyes of their enemies to blind them and allow for an easy devouring of the target. The poison is quite weak (6+ what the hell?) <s>and it's best to just go with the regular poison attacks granted by Toxin Sacks.</s> but it has the blind special rule so it means for every attack the unit being attacked has to pass an initiative test now a unit of gargoyles has a minimum size of 10 models so... As of 8th edition, if the Gargoyles put an unsaved wound onto an enemy unit, the blinding venom makes them suffer -1 to hit for the rest of the turn. As of 9th edition, GW pretends the gun, still very visible in the Gargoyles' mouths, doesn't exist as the weapon is no longer in the codex.
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