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=== New Units === ==== Bioqueen ==== :''At the centre of any colony or hive sits the queen, and in large-scale planetary lifeforms that dominate their ecosystem, they are frequently not pure breeders but super-intelligent administrators, directing and marshaling the individual members with, cold, regimented precision. This alien logistical ability translates directly into strategic insight and sometimes even to tactical acumen, and in cases where they themselves possess powerful or deadly bodies, they can boost their efficiency as commanders further by accompanying their forces to the warzone.'' '''0-1 HQ 235pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Bioqueen | 9 | 4 | 6 | 6 | 5 | 6 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Bioqueen is Monstrous Creature (Character) '''UNIT COMPOSITION''' Bioqueen '''WARGEAR''': * Two pairs of Scything Talons '''SPECIAL RULES''': * Psyker (Mastery Level 2) * Shadow in the Warp * Synapse Creature * Race Mother * Brain Bug '''Race Mother''' :''Even where there is a wide biological difference between individual specialists across dozens or maybe hundreds of generations, their genetic history traces them back to one dynasty of life forms, the heart of the planet-sized bionetwork, where every other family member are their eyes, ears, and limbs.'' Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Tyrant Guard can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters. '''Brain Bug''' :''The most intelligent lifeforms in hive societies are critical nodes in the effective functioning of their highly coordinated societies, and their loss — while survivable — impairs their efficiency until a new leader can be raised.'' The Price Of Failure secondary objective applies to the Bioqueen as if it was a Lords of War selection. As the Bioqueen has less than 9 wounds as standard, this means that the death of a single Bioqueen will only surrender a single additional victory point in most cases. '''PSYKER''': The Bioqueen generates its psychic powers from the Powers of the Hive Mind, Biomancy, Pyromancy, Telepathy and Telekinesis disciplines. '''OPTIONS''': * May take items from the Monstrous Bio-cannons, Melee Bio-weapons, Biomorphs, and Tyranid Bio-artefacts lists. * May take Flesh Hooks for 5pts, or items from the Thorax Biomorphs list. * May take any of the following upgrades: ** Indescribable Horror 10pts ** Old Adversary 15pts ** Hive Commander 20pts ** Alien Cunning 25pts ** Swarm Leader 30pts ** Planetary Overlord 20pts ** Psyker (Mastery Level 3) 30pts ** Wings 35pts ** Psychic Nexus 40pts * May take up to two of the following Tail biomorphs: ** Prehensile Pincer 10pts ** Toxinspike 10pts ** Thresher Scythe 10pts ** Bone Mace 15pts <div class="toccolours"> ''This entry basically makes the Swarmlord customizable to a similar degree to a Hive Tyrant. In fact, no, really it’s just a Hive Tyrant with the equivalent of Master of the Legion and a couple of extra options and buffs, which is what a Swarmlord '''should''' be. Brain Bug discourages you from taking two, but does not prohibit it outright.'' </div> ----- ==== Dactylis ==== :''The Dactylis, or Propriocaptus Dactylis Majoris to give its full classification by the Magos Biologis, is the largest of a class of Tyranid battlefield creatures that use extremely powerful arm-like limbs to pitch or throw immense ordnance across large distances, often at fast-moving targets, with alarming accuracy. These are not clumsy catapult-like stumps, but highly sophisticated multi-jointed limbs socketed into a creature that seems to serve three functions; a great mass just to stabilize the massive forces involved in swinging its arms, a complex but highly focused neurovestibular system and spatial-tuned brain to calculate and coordinate throwing angles and targeting moving objects, and finally an oversized feeder gland which cultivates giant tic-like Bile Pods. These are detached and thrown as ammunition, and are so massive that, rather than penetrating heavily-armored targets like a traditional munition, they knock them out of position, spoiling targeting and disrupting the careful formation of mechanized assaults. Of course the force alone will easily destroy lighter vehicles and weapon batteries, and the acidic bile in the tic’s bodies is devastating to infantry.'' '''Lords of War 710pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Dactylis | 3 | 4 | 10 | 8 | 6 | 3 | 2 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Dactylis is a Gargantuan Creature '''UNIT COMPOSITION''' 1 Dactylis '''WARGEAR''': * 2 Bile Pod Catapults * Toxic Miasma ----- ==== Broodlord Prime ==== :''Deadliest of their kind, Broodlords command and direct other Genestealers to reproduce by infecting other species, and to defend their nests by coordinating their attacks against any trespassers. While not believed to be sentient, they undoubtedly possess a formidable intellect and can learn not just from direct experience, but from observation of others. They are also known to be capable of advanced problem-solving, and in the confines of their own territory are a tactical match for any commander.'' '''HQ 90pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Broodlord Prime | 7 | 2 | 5 | 5 | 3 | 7 | 4 | 10 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Broodlord Prime is Infantry (Character) '''UNIT COMPOSITION''' 1 Broodlord Prime '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Very Bulky * Fleet * Hit and Run * Independent Character * Move Through Cover * Precision Strike * Psyker (Mastery Level 1) * Alien Intelligence '''Alien Intelligence''' :''So intelligent are some Genestealers that they develop psychic powers, and these combined with their control over their Brood, allows them to all move and fight as if they were as single, multi-bodied creature, possessing the same coordination between each individual as each one has over their own limbs.'' Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single brood of Alpha Genestealers can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit models in any such unit can choose to accept and issue Challenges as if they were characters. '''OPTIONS''': * May take items from the biomorphs list. * May upgrade to a Mastery Level 2 psyker for 30pts. * May upgrade to have Psychic Nexus for 40pts. ----- ==== Alpha Genestealer Brood ==== :''Alpha Genestealers are those who, whether by a quirk of genetics or, perhaps, the mysterious guidance of an unknown force, develop exceptional attributes even by the standards of their own curiously mutable biology. This makes them stronger, faster, or in some other way more lethal to their prey, and this in turn elevates them above the rest of them kind, clustering together to attack the most dangerous and well-protected targets.'' '''Elites 110pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Alpha Genestealers | 6 | 2 | 4 | 4 | 2 | 6 | 3 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Alpha Genestealers are Infantry '''UNIT COMPOSITION''' 3 Alpha Genestealers '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Bulky * Fleet * Hit and Run * Move Through Cover * Precision Strike * Stealth '''OPTIONS''': * All models may take the Adrenal glands biomorph for 5 pts/model. * All models may take the Toxin sacs biomorph for 5 pts/model. * All models may take the Flesh Hooks biomorph for 4 pts/model. * All models may take the Acid Blood biomorph for 10 pts/model. * All models may take the Regeneration biomorph for 11 pts/model. * All models may take the Secondary Organs biomorph for 8 pts/model. * All models may take the Bonded Exoskeleton biomorph for 6 pts/model. * All models may take the Reinforced Carapace biomorph for 9 pts/model. * All models may take the Voltage Field biomorph for 7 pts/model. * May upgrade to Brotherhood of Psykers for 50 pts. ----- ==== Ymgarl Genestealer Brood ==== :''The Ymgarl strain of Genestealers are among the oldest known to Humanity, yet their origins and the source of their marked differences to other Genestealers is a mystery. It has been argued that they must provide some kind of benefit, if not to the Tyranids then at least to other Genestealers that they are sometimes found amongst. However, there is little consensus on what benefit that might be. In the context of their interactions with other Genestealer broods, it has been theorised that, perhaps, they act as sentries, since they are only found hibernating at the furthest edges of a nest; or that they may be scouts, since they have to venture to feed often. But possibly they are parasites to Genestealers as much as Genestealers are to other life, and are as readily abandoned by a migrating Genestealer brood as by the hive fleets they seek.'' '''Fast Attack 110pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Ymgarl Genestealers | 6 | 0 | 4 | 4 | 1 | 6 | 2 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Ymgarl Genestealers are Infantry '''UNIT COMPOSITION''' 5 Ymgarl Genestealers '''WARGEAR''': * Rending Claws * Scything Talons '''SPECIAL RULES''': * Concealed Hibernation * Deep Strike * Infiltrate * Ymgarl Factor '''Concealed Hibernation''' :''Ymgarl Genestealers have such a voracious metabolism that any time when prey is not readily available, they must enter a kind of hibernation. Undetectable to most sensors and frequently even the naked eye at any sort of distance, they can nevertheless reanimate themselves almost instantly if they detect prey nearby.'' If the Ymgarl Genestealer Brood Deep Strikes, it will not scatter. Units that fire at Ymgarl Genestealers between the Player Turn that the unit performs their Deep Strike and the end of the following Player Turn can only fire Snap Shots with weapons that do not have the Template type. As this represents a unit that was already in place but undetected, it may Deep Strike in Zone Mortalis missions. '''OPTIONS''': * May add an additional 5 Ymgarl Genestealers for 19pts/model. ----- ==== Buster Genestealer Brood ==== :''What appear to be bizarre mutations of the common Genestealer, Busters (as they have been named by members of the Solar Auxilia) have a highly acidic and extremely unstable ichor circulating through their body. As this often results in its own death, it raises uneasy questions as to how the exact same mutation is observed in unconnected colonies, as it flies in the face of natural selection.'' '''Heavy Support 85pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Buster Genestealers | 4 | 0 | 4 | 3 | 1 | 4 | 2 | 10 | 5+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Buster Genestealers are Infantry '''UNIT COMPOSITION''' 3 Buster Genestealers '''WARGEAR''': * Two pairs of Rending Claws '''SPECIAL RULES''': * Acid Blood * Poison * Slow and Purposeful * Volatile Biochemistry '''Volatile Biochemistry''' :''When shocked, the acidic blood of the Buster undergoes an extreme chemical reaction which results in the Buster literally exploding, and causing a chain reaction which detonates the other Busters around them. Able to blast apart heavy armor and fortifications that even a Genestealer’s superlative claws cannot rend, it is a wonder how such a creature can exist, as the Buster itself clearly does not benefit from such a physiology.'' After the Initiative 1 step of combat, but before combat resolution has been calculated, the Genestealer Infestation player may elect to remove all models as casualties. Place a Large Blast marker over any of the Buster Genestealers. Every other unit (friend or foe) under the blast marker suffers D3 hits if at least one model is partly under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Buster Genestealer remaining after the Initiative 1 step, to a maximum of Strength 10. These hits are resolved at AP2 and ignore cover saves, and have the Armourbane and Wrecker special rules. Once all hits have been resolved, remove all models in the Buster Genestealer Brood as casualties. -----
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