Author Topic: UWZ stats for GW minis?  (Read 6359 times)

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
UWZ stats for GW minis?
« on: April 11, 2010, 09:46:42 AM »
I'm sure that I've seen some stats for GW's 40K done for UWZ.  :-\
Does anyone have such an item? Or has my imagination gone wild?  ???

I'm particularly looking for Tyranid stats (a friend likes the models, but hates GW's system, and would like a better system).
If no one has such a thing, could I politely ask Archer (who seems to be the guru of statting minis) to help?

Thank you in advance.
"Bring your best dice or bring a good brick." - Thom

Offline joshuaslater

  • Board Member
  • Administrator
  • Member Emeritus
  • *****
  • Posts: 3684
  • Karma: +115/-4
  • Homebase: Philadelphia, PA
Re: UWZ stats for GW minis?
« Reply #1 on: April 13, 2010, 03:33:37 PM »
I would stat them out Craig, bring them to Talamania, and see if Thom can give you a point cost.  It prolly can be arranged.  He's unreachable with tax season upon us, so I'm going out on a limb here.

Hope to see you there!!
May the Dark Lords of Lead-Free Pewter smile kindly upon you.

Homebase: Philadelphia, PA

Offline Archer

  • Board Member
  • Member Emeritus
  • *****
  • Posts: 1676
  • Karma: +64/-2
  • Warzone General extrodinare based in Reading, PA
Re: UWZ stats for GW minis?
« Reply #2 on: April 20, 2010, 10:56:05 AM »
I have some stuff already gimmicked up.  They are strictly preliminary and UNTESTED beyond a one off game

Unit Type       #   CC   RC   Pw   LD   Actions   Wds   Str   Mv   Armor   Size   Gear and Special Traits

Termagaunt   6-20   7   5   4   9   3   1   5   4   16   2   Enhanced Charge 2, leap (claw damage is 7) .
Hormagaunt   6-20   6   6   4   8   3   1   4   4   16   2   Spine Fists
Rippers   4-8   7   2   4   8   3   3   4   5   14   1   Swarm Assault, Secondary Attack; Claw Damage is 6


Spinefist   dmgSt+2   cc+2   pb0x2   sr+0   md-2      


the spine fists worked out fairly well, despite the low damage.  Teh concept of roll lots worked out very welll agains high armor targets.  Stealers.... are a bit meaner.



John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline Topkick

  • Board Member
  • Administrator
  • Member Emeritus
  • *****
  • Posts: 3052
  • Karma: +222/-22
  • Former Crusader Coordinator - Midwest Region
Re: UWZ stats for GW minis?
« Reply #3 on: April 22, 2010, 05:23:58 AM »
I have a set of stats someone worked up but they are for 1st ed and therefore have been relegated to The Really Ancient Stuff Holding file - which is my way of saying they are buried somewhere
Be who you are and say what you feel, because those who mind don't matter and those who matter don't mind. - Dr. Seuss (1904 - 1991)

Homebase:  South Central Wisconsin
E-Bay Handle: Topkick-890

Offline joshuaslater

  • Board Member
  • Administrator
  • Member Emeritus
  • *****
  • Posts: 3684
  • Karma: +115/-4
  • Homebase: Philadelphia, PA
Re: UWZ stats for GW minis?
« Reply #4 on: April 22, 2010, 05:33:37 PM »
Well struck John.  Maybe Craig will bring them to Talamania.  I don't think we've played Warzone yet.
May the Dark Lords of Lead-Free Pewter smile kindly upon you.

Homebase: Philadelphia, PA

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
Re: UWZ stats for GW minis?
« Reply #5 on: April 24, 2010, 05:42:18 AM »
I'll try to bring the Tyranids to Talamania.
I'll also work up some tentative stats, and we can see how well they work.
I'm seeing them as as something that came from Dark Eden, some secret bio-lab (rumored to be Capitol's), corrupted by the Dark Soul.
Cybertronic was the first to find them while chasing rumors about lost technology, and where Cybertronic goes, Imperial sneaks in behind to 'acquire' what they have found.

What do you think?
"Bring your best dice or bring a good brick." - Thom

Offline Archer

  • Board Member
  • Member Emeritus
  • *****
  • Posts: 1676
  • Karma: +64/-2
  • Warzone General extrodinare based in Reading, PA
Re: UWZ stats for GW minis?
« Reply #6 on: April 24, 2010, 12:07:44 PM »
I'll try to bring the Tyranids to Talamania.
I'll also work up some tentative stats, and we can see how well they work.
I'm seeing them as as something that came from Dark Eden, some secret bio-lab (rumored to be Capitol's), corrupted by the Dark Soul.
Cybertronic was the first to find them while chasing rumors about lost technology, and where Cybertronic goes, Imperial sneaks in behind to 'acquire' what they have found.

What do you think?

sure

  Let me dig around the files I brought with me and see what I can find.  If I can, I'll send them sometime within the week.
John "Archer" Tinney

"Ready?"
"Why do your people always ask if someone is ready, just before you do something massively unwise?"
"Tradition."

- Jeffrey Sinclair and Delenn, Babylon 5: "War Without End, Part One" y

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
Re: UWZ stats for GW minis?
« Reply #7 on: April 24, 2010, 01:00:29 PM »
Thanks Archer!

And while I'm waiting to see what Archer made, here are my attempts to make the Tyranids. No Point Cost, of course.
This is going to be a long post. If I shouldn't be doing this, tell me, and I'll not post any more.

Let's stat with the grunt units.

Hormagaunt Brood
Grunt Trooper, required 4-12 models, mortal
CC:8 RC:6 PW:4 LD:10 AC:3 WD:1 ST:5 MV:4 AR:17 SZ:2 PC:?
 Special Abilities: Natural Attack (9), Enhanced Charge 2, Leap
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 1 Tyranid Biomorph


Termagaunt Brood
Grunt Trooper, required 4-12 models, mortal
CC:6 RC:8 PW:4 LD:10 AC:3 WD:1 ST:4 MV:4 AR:17 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7)
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10

Termagaunt Broodleader
Grunt Squad Leader, required 1 per squad, mortal
CC:6 RC:9 PW:4 LD:11 AC:3 WD:1 ST:4 MV:4 AR:17 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7), Tactical Sense
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10

Termagaunt Devourer
Grunt Squad Specialist, optional 3 per squad, mortal
CC:6 RC:8 PW:4 LD:10 AC:3 WD:1 ST:4 MV:4 AR:17 SZ:2 PC:?
 Equipment: Devourer
 Special Abilities: Natural Attack (7)
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Devourer
  CC:-3 PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 10

Termagaunt Spikerifle
Grunt Squad Specialist, optional 1 per squad, mortal
CC:6 RC:8 PW:4 LD:10 AC:3 WD:1 ST:4 MV:4 AR:17 SZ:2 PC:?
 Equipment: Spikerifle
 Special Abilities: Natural Attack (7), Sniper
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Spikerifle
  CC:-3 PB:-1 SR:3 MR:2 LR:-1 EX:-3 Dam: 14

Termagaunt Observer
Grunt Squad Specialist, optional 1 per squad, mortal
CC:6 RC:8 PW:4 LD:10 AC:3 WD:1 ST:4 MV:4 AR:17 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7), Forward Observer
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10


Ripper Swarm
Grunt Trooper, required 8-16 models, mortal
CC:6 RC:5 PW:2 LD:8 AC:3 WD:1 ST:3 MV:5 AR:16 SZ:1 PC:?
 Special Abilities: Natural Attack (6), Swarm Attack
 Special Rules: Natural Attack is Bite (ST+3)



Grunt Biomorph Upgrades (replaces Grunt load-outs)
Extra Ablative Armor (1 pt): Add +1 to AR value against ballistic attacks
Biomorphed Lungs (1 pt): Adds 1 level to model’s effective survival training level.
Biomorphed Hide (1 pt): Adds 2 levels to model’s effective survival training level.

Tyranid Biomorphs (as Cybernetic Enhancements)
Optic Biomorph (1 pt): Adds one (+1) to spot checks, subtracts one (-1) from smoke penalties.
Steel Skin Biomorph (2 pt): Adds +1 to AR value of a model.
Torso Biomorph (1 pt): Adds +1 to ST statistic of a model.
Leg Biomorph (1 pt): Adds +1 to ST statistic of a model.
Precision Nerves Biomorph (2 pt): Adds the Deadshot Special Ability.

"Bring your best dice or bring a good brick." - Thom

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
Re: UWZ stats for GW minis?
« Reply #8 on: April 28, 2010, 01:18:44 PM »
Since no one has told me not to do more, I'll put some more up!

Really, I would like comments.

Next is the Elite squads.
Three things to keep in mind looking over these.
1) I know Gargoyles should just be flying Termagaunts, but that seemed too weak for Elites, so they got pumped.
2) Not all Tyranid broods got represented here.  And not all the options for them were given. Basicly, I'm just trying to rough stuff in, and had to draw the line somewhere. And some of their options, I could model, but would like some more input on what they should do (fleshhooks were one of these that got dropped for now).
3) Stats were pulled off existing units in UWZ, and then tweeked a little.

Elite Units

Gargoyle Brood
Elite Trooper, required 4-8 models, mortal
CC:8 RC:10 PW:4 LD:11 AC:3 WD:1 ST:4 MV:2/6:6 AR:20 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7), Resolve 3, Wings
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10

Gargoyle Broodleader
Elite Squad Leader, required 1 per squad, mortal
CC:8 RC:11 PW:4 LD:12 AC:3 WD:1 ST:4 MV:2/6:6 AR:20 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7), Resolve 3, Tactical Sense, Wings
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10

Gargoyle Observer
Elite Squad Specialist, optional 1 per squad, mortal
CC:8 RC:10 PW:4 LD:11 AC:3 WD:1 ST:4 MV:2/6:6 AR:20 SZ:2 PC:?
 Equipment: Fleshborer
 Special Abilities: Natural Attack (7), Forward Observer
 Special Rules: Natural Attack is Claws (ST+3), May take 1 Tyranid Biomorph
  Weapon Stats: Fleshborer
  CC:-4 PB:-1 SR:0 MR:-1 LR:-- EX:-- Dam: 10


Genestealer Brood
Elite Trooper, required 4-8 models, mortal
CC:10 RC:7 PW:4 LD:12 AC:3 WD:2 ST:7 MV:4 AR:18 SZ:2 PC:?
 Special Abilities: Natural Attack (10), Enhanced Charge 2, Ferocity, Infiltrate, Leap, Secondary Attack
 Special Rules: Natural Attack is Claws (ST+3), May take 2 Tyranid Biomorphs


Tyranid Warrior Devourer Brood
Elite Trooper, required 2-3 models, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Devourer
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Devourer
  CC:-3 PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 10

Tyranid Warrior Venom Cannon
Elite Squad Specialist, optional 1 per squad, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Venom Cannon
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Venom Cannon
  CC:-- PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 14

Tyranid Warrior Barbed Strangler
Elite Squad Specialist, optional 1 per squad, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Barbed Strangler
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Barbed Strangler
  CC:-- PB:-- SR:-- MR:-- LR:-- EX:-- Dam: 11
  Special Rules: Residual Damage, Medium Flamer template


Tyranid Warrior Deathspitter Brood
Elite Trooper, required 2-3 models, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Deathspitter
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Deathspitter
  CC:-- PB:0 SR:-1 MR:-3 LR:-- EX:-- Dam: 10(x2)

 Tyranid Warrior Venom Cannon
Elite Squad Specialist, optional 1 per squad, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Venom Cannon
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Venom Cannon
  CC:-- PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 14

Tyranid Warrior Barbed Strangler
Elite Squad Specialist, optional 1 per squad, mortal
CC:9 RC:11 PW:4 LD:12 AC:3 WD:3 ST:8 MV:3 AR:19 SZ:3 PC:?
 Equipment: Barbed Strangler
 Special Abilities: Natural Attack (12), Dire 2, Resolve 2
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Barbed Strangler
  CC:-- PB:-- SR:-- MR:-- LR:-- EX:-- Dam: 11
  Special Rules: Residual Damage, Medium Flamer template



Elite Biomorph Upgrades (replaces Elite load-outs)
Biomorphed Lungs (2 pt): Adds 2 levels to model’s effective survival training level.
Biomorphed Hide (2 pt): Adds 3 levels to model’s effective survival training level.
Nightvision Biomorph (5 pt) Allows fighting in darkness without penalty.

Tyranid Biomorphs (as Cybernetic Enhancements)
Optic Biomorph (1 pt): Adds one (+1) to spot checks, subtracts one (-1) from smoke penalties.
Steel Skin Biomorph (2 pt): Adds +1 to AR value of a model.
Torso Biomorph (1 pt): Adds +1 to ST statistic of a model.
Leg Biomorph (1 pt): Adds +1 to ST statistic of a model.
Precision Nerves Biomorph (2 pt): Adds the Deadshot Special Ability.

« Last Edit: April 29, 2010, 01:57:02 PM by aoi cobalt »
"Bring your best dice or bring a good brick." - Thom

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
Re: UWZ stats for GW minis?
« Reply #9 on: May 03, 2010, 02:33:06 PM »
Still waiting for comments... do I keep this up? Do I stop posting? Or do people think that it has some interest?
Let me know. I like feedback.  :o

So, onto the next part: Individuals!

Once again, some options were chosen because I needed something, and the total number of options were overwhelming.
And some models were ommited to save my sanity of trying to figure out what they would be. If someone wants them, please tell me, and I'll try to do them up.

Individuals

Broodlord Genestealer
Individual Squad Linked Officer, limit 1 per Genestealer Brood, mortal
CC:11 RC:7 PW:4 LD:13 AC:3 WD:2 ST:7 MV:4 AR:19 SZ:2 PC:?
 Special Abilities: Natural Attack (11), Enhanced Charge 2, Ferocity, Infiltrate, Leap, Secondary Attack, Unit Commander
 Special Rules: Natural Attack is Scything Talons (ST+4), May lead Genestealer Broods, May take 2 Tyranid Biomorphs

Tyranid Warrior Prime
Individual General Officer, limit 1 per squad, mortal
CC:9 RC:11 PW:5 LD:14 AC:3 WD:3 ST:8 MV:3 AR:20 SZ:3 PC:?
 Equipment: Deathspitter
 Special Abilities: Natural Attack (12), Dire 2, Divisional Commander, Resolve 2, Telepathic Command
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Deathspitter
  CC:-- PB:0 SR:-1 MR:-3 LR:-- EX:-- Dam: 10(x2)


Tyranid Warrior Prime
Individual General Officer, limit 1 per squad, mortal
CC:9 RC:11 PW:5 LD:14 AC:3 WD:3 ST:8 MV:3 AR:20 SZ:3 PC:?
 Equipment: Devourer
 Special Abilities: Natural Attack (12), Dire 2, Divisional Commander, Resolve 2, Telepathic Command
 Special Rules: Natural Attack is Scything Talons (ST+4), May take 2 Tyranid Biomorphs
  Weapon Stats: Devourer
  CC:-3 PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 10


Lictor
Individual General Officer, limit 1 per squad, mortal
CC:12 RC:8 PW:4 LD:13 AC:3 WD:4 ST:8 MV:3 AR:19 SZ:3 PC:?
 Special Abilities: Natural Attack (13 or 12), Dire 3, Infiltrate, Lurk, Predator Gaze
 Special Rules: Natural Attack is Rending Claws (ST+5) and Scything Talons (ST+4)


Hive Tyrant
Individual Force Commander, limit 1 per army, mortal
CC:11 RC:10 PW:16 LD:14 AC:4 WD:4 ST:8 MV:3 AR:22 SZ:4 PC:?
 Equipment: Bonesword, Lash Whip, Venom Cannon
 Special Abilities: Channel, Force Commander, Dire 2, Secondary Attack, Strategic Insight, Telepathic Command
 Special Rules: May select up to 3 Tyranid Powers
  Weapon Stats: Bonesword
  CC:2 PB:-- SR:-- MR:-- LR:-- EX:-- Dam: ST+5
  Weapon Stats: Lash Whip
  CC:0 PB:-- SR:-- MR:-- LR:-- EX:-- Dam: ST+5
  Special Rules: Negates Opponet’s charge bonus,. Once entangled by the whip (i.e. engaged in CC), opponent(s) may not break away
  Weapon Stats: Venom Cannon
  CC:-- PB:3(x3) SR:2(x2) MR:-1 LR:-- EX:-- Dam: 14

Tyranid Channeling Abilities

Catalyst
 Cost: 6
 Range: 12”/LOS
 Magnitude: 3
 Actions: 1
 Save: N/A
 Effect: The Channeler infuses a friendly squad with a fraction of his Dark psychic powers. For their next activation, the affected unit receives a bonus of Enhanced Charge 1 (per Special Ability of that name) and a +1 to their ST stat.

The Horror
 Cost: 5
 Range: 12”/LOS
 Magnitude: 3
 Actions: 2
 Save: LD
 Effect: A successful use of this psychic gift fills the target’s mind with truly terrible visions that can unhinge even the heartiest individual. The invoking model may target any unit within range and LOS. That unit must make a Morale check against a Dire rating that is equal to 5.

Paroxysm
 Cost: 6
 Range: 24”
 Magnitude: 6
 Actions: 2
 Save: LD
 Effect: The caster causes a wave of psychic pain to envelope a unit of individual. If the target fails to save against this power, it is infused with flaring pain. In game terms, the affected unit/individual will suffer a fumble on any hit roll result of 15 or greater for the remainder of the turn.

Warp Blast
 Cost: 9
 Range: 24”/LOS
 Magnitude: 3
 Actions: 1 - 3
 Save: Armor
 Effect: The Channeler nmay target any point on the battlefield that is within range. If successfully channeled, center the large explosion template on the chosen point. The area is bombarded with numerous powerful explosions. The actual damage of the gift is dependant upon the number of Actions expended by the Channeler.
    1 Action = Dam 7
    2 Actions = Dam 9
    3 Actions = Dam 11

Warp Lance
 Cost: 8
 Range: 18”
 Magnitude: 3
 Actions: 2
 Save: Armor
 Effect: The Channeler fires a concentrated stream of evil at the target within range. Mortal targets feel an overwhelming burst of psychic pain, while vehicles and AI models suffer extremely harmful electrical disruptions. Damage from this attack is equal to the PW value of the caster. Vehicles struck and wounded by this attack automatically roll on the additional damage chart regardless of safe wounds remaining. AI models wounded by this attack must check to see if they run AMOK.


"Bring your best dice or bring a good brick." - Thom

Offline aoi cobalt

  • Full Member
  • **
  • Posts: 161
  • Karma: +8/-0
Re: UWZ stats for GW minis?
« Reply #10 on: May 06, 2010, 01:05:50 PM »
And still no one is commenting. I'm feeling lonely here guys.  :'(

Well, here is the last bit for Tyranids, the support section.
Just  in case you wonder where I got their stats from, here's a list.
The Carefex was statted off the big guys of the Dark Legion.
The Biovore compares to a light morter team.
And Spore Mines are based on Faceless.

As usual, comments would be nice. Even someone saying that I'm crazy, and it will never work.

Carnefex
Support Unit, required 1 model, mortal
CC:12 RC:10 PW:4 LD:9 AC:3 WD:6 ST:10 MV:4 AR:24 SZ:4 PC:?
 Equipment: Plasma Screamer
 Special Abilities: Natural Attack (16), Dire 4, Impenetrability, Secondary Attack
 Special Rules: Natural Attack is Scything Talons. The Carnefex is not subject to issues of moral, and may not go prone or assume minimal presence.
 You may have 1 Carnefex in your army for every 500 points of troops.
  Weapon Stats: Plasma Screamer
  CC:-- PB:-- SR:-2 MR:-3 LR:-4 EX:-- Dam: 10
  Special Rules: Direct Fire, Small explosion template, residual damage


Biovore
Support Unit, required 1 model, mortal
CC:6 RC:8 PW:4 LD:11 AC:3 WD:3 ST:4 MV:2 AR:20 SZ:3 PC:?
 Equipment: Spore Launcher
 Special Abilities: Natural Attack (6)
 Special Rules: Natural Attack is Claws (ST+3). RoF is 1/1, falls to ½ when 1 wound is taken, and 1/3 when second wound is taken.
  Weapon Stats: Spore Launcher
  CC:-- PB:-- SR:-- MR:-1 LR:-3 EX:-- Dam: 10
  Special Rules: Indirect Fire, Small explosion template


Spore Mines
Support Unit, required 4-8 model, mortal
CC:8 RC:6 PW:4 LD:8 AC:3 WD:1 ST:4 MV:4 AR:16 SZ:1 PC:?
 Equipment: Explosive Biomorph
 Special Abilities: Para-deploy, Resolve 3
 Special Rules: If these units break or are attacked in CC, they will immediately set off their Explosive Biomorph with their next action. The Explosive Biomorph activates on an 18 or less (19 and 20 fail). If the Explosive Biomorph fail to go off, the Spore Mine may attempt to set it off with its next action. The Explosive Biomorph does Dam 10 to every model under a small explosion template centered on the Spore Mine. This automatically kills the Spore Mine.

"Bring your best dice or bring a good brick." - Thom

Offline luckyone

  • Member Emeritus
  • *****
  • Posts: 2249
  • Karma: +40/-0
Re: UWZ stats for GW minis?
« Reply #11 on: May 06, 2010, 05:14:31 PM »
Thank you for posting the stats.

I am not familiar with tyranids etc but appreciate your hard work none the less.
Always look out for number one, but don't step in number two.
What do you mean Flash Gordon approaching? OPEN FIRE!
The entire Capitol Army.
Don't ever say anything but a 20 before rolling the dice.