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===7th edition=== Hydraphant Bio Titan Points: 2500 WS 6 BS 3 S D T 10 W 10 I 4 A 10 LD 10 SV 2+/4++ Fixed Weapons and Biomorphs: Spore Cloud Scything Talons (Attacks included in profile) Lash Whip Flesh Hooks Feeder Tendrils Spore Cloud Regenerate Leaping Toxic Miasma Optional Weapons(Pick 1): Two Hydraphant Bio Cannons: 64", SD, AP2, Apoc. Barrage (3) per cannon. Bio-Plasma Discharge: Hellstorm Template, SD, AP1, Assault (6) Psychic Powers: Warp Field - The Hydraphant's Warp Field power provides a 4+ Invulnerable Save rather than a 6+. Synapse Creature - The Hydraphant provides Synapse to any model or unit within 24" from the centre of its model. Special Rules: Impossible Entity - Putting aside the terror from the sight of such a beast for a moment, one can't help but to marvel at how such a large creature can stand, let alone move effectively in conditions under gravity. To represent this unfathomable durability, the Hydraphant may make Feel no Pain rolls for any unsaved wound from any source, except for those dealt by a Destroyer Weapon. Base Size - The Hydraphant's base size is a circle of 10" radius. Because of the size of the model there is often no physical base to represent this. Instead, measure 10" out from the centre of the creature's body to check if any model that could be within this range. Trample Assault - Due to its large size, the Hydraphant will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Hydraphant in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature's base as it moves, roll a single Destroyer Strength attack. Following this, resolve the assault against the target as normal. Hydraphant Pts/model: 2000 WS: 6 BS: 3 S: 10 T: 9 W: 10 I: 3 A: 10 Ld: 10 Sv: 2+ Unit: 1 Hydraphant Type: Gargantuan Creature Weapon-symbiotes and Biomorphs: - Toxic Miasma - Spore Clouds - Lash Whips - Scything Talons - Enhanced Regeneration - Pyro-acid Breath - Armoured Shell Along with these options the Hydraphant can choose one of the following weapon-symbiotes: - Gargantuan Crusher Claws - Two Bio-cannons - Venom Mortar Hive Mind Powers: - Warp Field - The Terror SPECIAL RULES Gargantuan Crusher Claws: Hydraphant’s have been seen with biomorphs resembling enormous crab claws, which are often used to tear down battlements and enemy titans alike. These count as a Titan Close Combat Weapon and follow the rules for them as described on page 96 of Codex: Apocalypse. Enhanced Regeneration: The Hydraphant’s body has the ability to rapidly recover from mortal wounds. At the start of your turn as long as the Hydraphant is alive, roll a D6 for each Wound lost: for every 5 or 6 rolled, the Hydraphant recovers a single lost wound. Towering Monstrosity: Because of its immense size, it is difficult for a Hydraphant to engage targets that are too close. It suffers from the following limitations: - Weapon-symbiotes have a minimum range of 24” - A Hydraphant’s Crusher Claws can only be used against Gargantuan Creatures and Super-heavy Vehicles. Pyro-acid Breath: Similar to a Screamer Killer, the Hydraphant is capable of producing a bio-plasma-like substance in its gullet by utilising grinding plates, the resulting cacophonic scream is loud enough to break eardrums and drown-out the greatest of cannon shots. Pyro-acid Breath uses the following profile: Pyro-acid Breath* Range: Hellstorm** Strength: D AP: 2 Special: Heavy 1, Destroyer *Pyroacid Breath is not affected by the Towering Monstrocity rules. **Place the Hellstorm Template so that the narrow end is within 18” of the Hydraphant’s mouth. Treat this as any other template weapon. Bio-cannons: Like a Heirophant, the Hydraphant can be seen on the battlefield wielding two huge symbiotic bio-cannons. They have the following profile: Bio-cannons Range: 24" - 72" Strength: 10 AP: 3 Special: Assault 10 Venom Mortar: If not seen with Bio-cannons, or gigantic claws, the Hydraphant will have its forelimbs fused together and integrated into its carapace, creating a huge stationary cannon. The Venom Mortar has the following profile: Venom Mortar Range: G 24"-360" Strength: 9 AP: 3 Special: Apocalypse Barrage (5) Points- 2,500 Ws Bs S T W I A Ld Sv ...4 3 10 10 12 3 6 10 2+ Equipment and Special Rules Gargantuan Creature (see Forgeworld's apocalypse update) Regeneration - At the start of the Tyranid players turn, as long as the Hydraphant is still alive, roll a D6 for each wound that the model has suffered. On the roll of a 6, a wound is regained. Toxic Miasma- At the end of each player turn, every non vehicle enemy model within 6” of the Hydraphant must pass a toughness test or suffer a wound at Ap-. In addition, all non tyranid units engaged in combat with the Hydraphant take a hit with the following profile : S1, Ap-, poisoned, unwieldy. Lash Whips- Any enemy model in base contact with the Hydraphant counts as initiative 1. Warp Field- The Hydraphant is protected by a psychic shield, similar to the protection of a Zoeanthrope, it provides a 5+ invulnerable save. Hydraphant Biocannon 72”- S 10, Ap 2, Assault 10 Bio Plasma Spray Hellstorm, S7, Ap 2, Assault 1. Place the template so that the small end is within 12” of the Hydraphant, and the larger end is no closer to the Hydraphant.
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