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[Adeptus Astartes] El Camino del Emperador

Tiránidos

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Tirano de Enjambre

WS 78 -- BS 33 -- S 60 (+18) -- T 53 (+15) -- Ag 45 -- Int 45 -- Per 49 -- WP 70 (+15) -- Fel --

Movement: 7 / 15 / 21 / 42 --- Wounds 120

Skills: Awareness (49), Climb (60), Swim (60)

Talents: Ambidextrous, Combat Master, Crushing Blow, Fearless, Heightened Senses (all), Psy Rating (8), Two Weapon Wielder (Melee), Swift Attack, Lightning Attack.

Traits: Brutal Charge, Dark Sight, Fear 4 (Terryfying), Natural Armour (Bonded Exosqueleton), Multiple Arms, Unnatural Strength (x3), Unnatural Toughness (x3), Improved Natural Weapons (Scything Talons), Shadow in the Warp, Size (Massive), Synapse Creature, Tyranid.

Armour: Bonded Exosqueleton (10, All).

Weapons: Scything Talons (1d10+22 R, Pen 3) or Bonesword (1d10+18 R, Pen 6, Drain Life) and Lash Whip (1d10+21 R, Pen 3, Flexible, Snare). 

Special Rules

Biomorph: All attacks of the Tyrant may adquire the Toxic (1d10) Trait. They may have Bone Swords and Lash Whips instead of the Scything Talons. May also remove Lightning Attack and add a Ranged Tyranid Weapon.

Monstrous Tyranid Psyker: Does not test Power and never suffer Phenomena or Perils. May only use one Power per turn.

Catalyst (Psychic Power): Half Action, signal to infuse other Tyranids with vitality. A Tyranid Horde within 75m, for one turn they gain 10+1d10 Magnitude.

Psychic Scream (Psychic Power): Half Action, mind screa. All within 20m suffer 1d10+8 I to head, Shocking. Victim must test Toughness with -30 for Stun, or be Stunned for 1d5 rounds.

The Horror (Psychic Power): Half Action.May target a Kill-Team up to 75m. Each member must Test WP with -30, or suffer 1 pointof Cohesion damage per failing member. All other non-Tyranid, non-Marine withing range must test WP with -30 as fear or flee.

Death Shock: When it dies, all Tyranids within 150m that are not Fearless will automatically break and flee. All Synaptic Creatures or Fearless must pass a +0 WP Test or be stunned for one round.

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Carnifex

WS 40 -- BS 28 -- S 65 (+24) -- T 55 (+15) -- Ag 15 -- Int 23 -- Per 36 -- WP 55 -- Fel --

Movement: 4 / 8 / 12 / 24 --- Wounds 160

Skills: Awareness (36), Climb (65), Swim (65)

Talents: Ambidextrous, Crushing Blow, Die Hard, Fearless, Furious Assault, Iron Jaw, Swift Attack, Resistances (Psychic Powers, Cold, Poisons).

Traits: Auto-Stabilised, Dark Sight, Fear (3), Independent Organism, Furious Impact (See Below), Multiple Arms, Natural Armour (14), Size (Massive), Sturdy, Tyranid, Unnatural Strength (x4), Unnatural Toughness (x3)..

Armour: Bonded Exosqueleton (14, All).

Weapons: Two sets of Scything Talons (1d10+28 R, Pen 3). Either or both sets of Scything Talons may be replaced with the following weapon symbiotes:

  • 0-1 Crushing Claws (2d10+28 I; Pen 8; Ferocious Impact deals damage to enemies within 3m instead of 1m)
  • Twin-Linked Deathspitter (40m; S/3/-; 1d10+6 E; Pen 4; Living Ammunition, Tearing, Twin-Linked)
  • Twin-Linked Devourer with Brainleech Worms (30m; -/-/6; 2d10+6 R; Pen 0; Living Ammunition, Storm, Tearing, Twin-Linked)
  • 0-1 Stranglethorn Cannon (80m; S/-/-; 2d10+8 I; Pen 3; Blast (10), Deadly Snare; Tearing, Living Ammunition)
  • 0-1 Heavy Venom Cannon (100m; S/-/-; 4d10+10 I; Blast (6), Living Ammunition, Toxic (1d10))

Special Rules:

Furious Impact
: Instead of performing a normal charge, the Carnifex may instead use Furious Impact. When using Furious Impact, the Carnifex moves its normal charge distance in a straight line towards a single target. If the Carnifex engages the target, that target and any other creatures, friend or foe, within 1 metre of the original target, suffer 2d10+SB Impact Damage (or the damage from Crushing Claws, if it has them). The target and any other struck creatures hit by this attack may make Dodge Reactions as normal to avoid the damage. The Carnifex does not need to roll to hit in order to use Furious Impact. Furious Impact may only be used once every other round.

Biomorph: Carnifexes are notably mutable in form and function, and many distinctive species have been discovered belonging to this Genus. A Carnifex may have any of the following Biomorphs:

  • Frag Spines (When charging or using Furious Impact, make a single ranged attack at Point Blank Range as a Free Action with the following profile: -/-/6; 1d10+5 R; Scatter, Toxic (1d10))
  • Adrenal Glands (The creature gains the Frenzy Talent and the Brutal Charge Trait)
  • Toxin Sacs (The creature gains the Toxic (1d10) Trait, which applies to all its melee and ranged weapons)
  • Bio-Plasma (30m; 3d10+10 E; Pen 10; Blast (3))
  • Regeneration (The creature gains the Regeneration (1d10) Trait)
     
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Tyranid Warrior

WS 55 -- BS 30 -- S 60 (+12) -- T 50 (+10) -- Ag 44 -- Int 20 -- Per 35 -- WP 50 -- Fel --

Movement: 6 / 12 / 18 / 36 --- Wounds 48

Skills: Awareness (35), Climb (60), Swim +10 (70)

Talents:Fearless, Swift Attack.

Traits: Dark Sight, Fear 3 (Horrifying), Natural Armour (Hardened Carapace), Multiple Arms, Unnatural Strength (x2), Unnatural Toughness (x2), Improved Natural Weapons (Scything Talons or Rending Claws), Shadow in the Warp, Size (Enormous), Synapse Creature, Tyranid.

Armour:
Reinforced Chitin (8, All).

Weapons: Scything Talons (1d10+14 R, Pen 3), or Rending Claws (1d10+12, Pen 5, Razor Sharp), Devourer (30m, -/-/10; 1d10+6 R, Pen 0; Clip -; Reload -: Living Ammunition, Storm, Tearing) or Death Spitter (40m, S/3/-, 1d10+6 E, Pen 4, Clip -, Reload -: Living Ammunition, Tearing).

Special Rules:

Biomorph: At GM Discretion, all Warrior attacks possess the Toxic (1d10) Trait. They may also remove their Ranged Attacks and possess the Lightning Attack talent.

Shrikes: May possess the Flyer (10) Trait.

 

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Lictor

WS 65 -- BS -- -- S 63 (+12) -- T 60 (+6) -- Ag 64 (+12) -- Int 25 -- Per 45 (+8) -- WP 45 -- Fel --

Movement: 18 / 36 / 54 / 108 --- Wounds 60

Skills: Acrobatics +10 (78), Awareness +20 (65), Climb +20 (83), Concealment +20 (84), Contortionist +10 (74), Dodge +10 (74), Shadowing +20 (84), Silent Move +20 (84), Survival +20 (45), Swim +10 (73), Tracking +20 (45).

Talents: Ambidextrous, Assassin Strike, Berserk Charge, Blind Fighting, Catfall, Combat Master, Crushing Blow, Furious Assault, Hammer Blow, Hard Target, Heightened Senses (All), Improved Natural Weapons, Leap Up, Lightning Attack, Lightning Reflexes, Rapid Reaction, Sprint, Step Aside, Swift Attack, Takedown.

Traits: Chameleonic Scales, Darksight, Fear 2, Feeder Tendrils, Flesh Hooks, Improved Natural Weapons, Multiple Arms, Natural Armour (Chamaleonic Chitin), Natural Weapons, Quadruped, Size (Enormous), Strange Physiology, Sturdy, Un-natural Agility (x2), Un-natural Perception (x2), Un-natural Speed, Un-natural Strength (x2), Tyranid.

Armour: Masking Screen, Chitin (4, All).

Weapons: Rending Claws (1d10+12 R, Pen 5, Razor Sharp)

Special Rules:

Chamaleonic Scales: All Awareness Test against the Lictor suffer -30. Can attempt Concealment tests as Half Action and even if observed.

Feeder Tendrils: Gains Crippling Strke and Sure Strike again an enemy of a species it has already slain, and confers this talent to all Tyranids within 10m radius. 

Flesh Hooks: May initiate a Grapple up to 10m away. With every successfull S Test as part of a Grapple action, the victim is moved 1m plus 1m per Degree of Success closer to the creature.

 

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 Gargoyle (Flying Troop)

WS 35 -- BS 40 -- S 32 (+3) -- T 30 (+3) -- Ag 50 (+10) -- Int 10 -- Per 40 -- WP 30 -- Fel --

Movement: 10 / 20 / 30 / 60 --- Wounds 7

Skills: Awareness (40), Pilot (Self) +20 (70), Dodge +10 (60), Silent Move (50), Tracking (10).

Talents: Hard Target, Heightened Senses (Sight), Rapid Reaction, Takedown.

Traits: Dark Sight, Improved Natural Weapons, Natural Armour (Chitinous Carapace), Natural Weapons, Un-natural Agility (x2), Un-natural Perception (x2), Flying (10), Tyranid.

Armour: Chitinous Carapace (3, All).

Weapons: Teeth and Claws (1d10+3, Pen 3) or Fleshborer (20m, S/-/-, 1d10+5 R, Pen 3, Clip -, Reload -: Living Ammunition, Tearing).

Special Rules:

Horde: The Gargoyles can be used as a Horde.
 

 

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Gaunts: Unleashed by the thousands by the Hive Mind, this small but fearless creatures cover the battlefield in its entirety. Many different variations in its mutations pattern have been isolated and clasified by the Adeptus Astartes. However, the one fact remains: the only Gaunt worth knowing is the dead Gaunt.

Hormagaunt: A Gaunt more specialised in getting up close and personal; although not a fearsome foe on its own its numbers alone may pose a danger on the Battle-Brothers

WS 45 -- BS 20 -- S 35 (+3) -- T 30 (+3) -- Ag 55 -- Int 10 -- Per 40 -- WP 30 -- Fel --

Movement: 10 / 20 / 30 / 60 --- Wounds 9

Skills: Acrobatics +20 (75), Awareness (40), Dodge +10 (65), Silent Move (55), Swim +10 (65).

Talents: Leap Up, Swift Attack.

Traits: Dark Sight, Natural Armour (Chitinous Carapace), Improved Natural Weapons (Scything Talons), Instinctive Behaviour (Feed), Unnatural Speed (x2), Overwhelming (Horde), Tyranid.

Armour: Chitinous Carapace (3, All).

Weapons: Scything Talons (1d10+5, Pen 3).

Special Rules:

Horde: The Homragaunts can be used as a Horde.