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.
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.