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0-1 escort squadron upgrades: Listed below are the base profiles for kraken, vanguard drones, and

escort drones along with the available variants for each type. Any single escort squadron(kraken, vanguard drone, or escort drone) may elect a variant from the list under its base profile. The squadron that elects to upgrade must consist entirely of one type of escort(kraken, vanguard drone, or escort drone). All escorts in the squadron must take the upgrade that is elected. Kraken base profile and variants: Kraken base profile25 points base cost Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 6+ See notes below. Weapon Range Strength Fire arc Select one weapon below and add price to base cost to get final cost of the kraken(see notes below for costs of the weapon selected). Pyro-acid battery 30 cm 6 Front Massive claws Contact Special Front Feeder tentacles Contact Special Front Torpedoes 15 cm 2 Front Bio-plasma discharge 15 cm 2 Front Notes: Cost of weapons: pyro-acid battery +15 points, massive claws +10 points, feeder tentacles +5 points, torpedoes +15 points, and bio-plasma discharge +10 points. Kraken do not have any spore cysts as shields/turrets, but they are quite resilient and able to regenerate damage inflicted on them at an incredibly fast rate. As such, kraken count as always being on brace for impact special orders when they take damage, and it receives a 4+ save against each hit received, including those that occur when rolling a 6 for moving through blast markers. This ability does not count as being on special orders and the kraken may go on special orders in addition to this ability per the rules for special orders.

Deathburner krakenpyro-acid battery kraken+5 points/kraken Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 25 cm 90 6+ See base kraken profile notes. Weapon Range Strength Fire arc Pyro-acid battery with 30 cm 6 F acid cluster pods Notes: Acid cluster pods separate and explode over a wide radius rather than exploding as a single projectile like conventional pyro-acid batteries. As a result, the acid cluster pods suffer a right shift on the gunnery table to reflect the scattered explosions falling further away from the intended target which result in fewer hit, but the pods can reroll unsuccessful rolls to damage once a hit is scored to reflect acid cluster pods exploding closer to the intended target. Acid cluster pods still generate an additional fire critical hit when a critical hit is generated by rolling a 6.

Dark prowler krakenpyro-acid battery kraken+ 5 points/kraken Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 6+ See base kraken profile notes. Weapon Range Strength Fire arc Hullgrinders 30 cm 6 F

Notes: Hull grinders are pyro-acid batteries that replace the acid shells with an insectoid brood. Roll a 1d6 for each dice to be rolled from the gunnery table. On the roll of a 6, the shot bypasses shields.

Ramsmiter krakenmassive claws kraken+ 5 points/kraken Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 25 cm 90 6+ See base kraken profile notes. Weapon Range Strength Fire arc Bone ram Contact Special F Notes: The bone ram is a fusion of the massive claws into a forward mounted ram. For the kraken to attack, it must make a successful ramming attack within its front arc. The bone ram decreases the number of damage dice that the rammed ship may roll by 2, and the kraken may roll its 4+ save against any successful dice rolls by the rammed ship to damage the kraken. If the kraken survives the ram, instead of rolling for ramming damage, it inflicts a single point of damage to the ship that was rammed and rolls a 1d6. On a 6, roll a 1d6 on the critical hit chart.

Hellblaster kraken..massive claws kraken+ 5 points/kraken Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 6+ See base kraken profile notes. Weapon Range Strength Fire arc Shock ram Contact Special F Notes: The shock ram is a fusion of the massive claws into a forward facing ram. This ram has the ability to produce a large bioelectric discharge. For the kraken to attack, it must make a successful ramming attack within its front arc. The kraken may roll its 4+ save against any successful dice rolls by the rammed ship to damage the kraken. If the kraken survives the ram, instead of rolling for ramming damage, it rolls a 1d3 for the number of critical hits rolled.

Razormaw krakenmassive claws kraken + 5 points/kraken Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 6+ See base kraken profile notes Weapon Range Strength Fire arc Massive claws Contact Special F Notes: The kraken has evolved extra musculature and stonger chitin in the claws on their front aspect. The added strength translates into rolling 3d6 and taking the two highest numbers for the massive claws. Other than rolling the 3d6 for grabbing with the massive claws, the massive claws follow all the rules for massive claws per the armada rulebook.

Doomripper kraken..feeder tentacles kraken+ 10 points/kraken Class/hits Speed Turn Armor Shields Turrets

Escort/1 25 cm 900 6+ See base kraken profile notes. Weapon Range Strength Fire arc Power bite Contact Special F Notes: The power bite is an advanced form of feeder tentacles that combines massive claws with a tentacle, tooth filled maw. The kraken attacks per the massive claws rules for attaching to a ship and staying attached from turn to turn and it rolls for damage per the feeder tentacle rules.

Smeltfeaster kraken.feeder tentacles kraken+ 5 points/kraken Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 25 cm 90 6+ See base kraken profile notes. Weapon Range Strength Fire arc Acid slime Contact Special F Notes: Acid slime is an advanced form of feeder tentacles which secrete a wide variety of acids and corrosive substances. The kraken attacks per the massive claws rules for attaching to a ship and staying attached to a ship. Instead of rolling damage as you would for feeder tentacles, it inflicts a fire critical each end phase that is attached to the enemy ship.

Vanguard drone base profile and variants:

Vanguard drone base profile20 points base cost Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 5+ (Spores 1) Weapon Range Strength Fire arc Select one weapon below and add price to base cost to get final cost of the kraken(see notes below for costs of the weapon selected). Pyro-acid battery 30 cm 2 Front Feeder tentacles Contact Special Front Notes: Cost of weapons: pyro-acid battery +5 points or feeder tentacles +5 points. Enemy ships within 15 cm of a vanguard drone can always be targeted by other Tyranid bio-ships.

Prowler dronevanguard base cost+10 points/vanguard drone Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 25 cm 90 5+ (Spores 1) Weapon Range Strength Fire arc Select one weapon below and add price to base cost to get final cost of the kraken(see notes below for costs of the weapon selected). Pyro-acid battery 30 cm 2 Front

Feeder tentacles Contact Special Front Notes: Cost of weapons: pyro-acid battery +5 points or feeder tentacles +5 points. Enemy ships within 15 cm of a vanguard drone can always be targeted by other Tyranid bio-ships. Prowler drones are a more highly evolved form of the vanguard drone. Its hive node is designed to allow it to scout even further out than the normal vanguard drones. As such, they act independently even when in the presence of hive ships. Prowler drones follow the rules for leadership and instinctive behavior as listed in the vanguard fleet list. When used in the Tyranid hive fleet list, prowler drones may not use synaptic control, hive mind influences, or hive mind imperatives. In a vanguard fleet list, the squadron gets +1 to its leadership as determined by the number of ships in the squadron.

Geneseeder vanguard dronevanguard drone feeder tentacles+5 points/vanguard drone Class/hits Speed Turn Armor Shields Turrets Escort/1 25 cm 900 5+ (Spores 1) Weapon Range Strength Fire arc Feeder tentacles Contact Special Front Notes: The geneseeder drone specializes in carrying large broods to infiltrate new planets or to attack enemy ships during boarding actions or hit and run attacks. The drone may reroll the 2d6 in a boarding action or the 1d6 in a hit and run attack with second result being used even if it is worse. Roll a d6 for each boarding action or hit and run attack dice that are rerolled. On the roll of a 6, the drone suffers a catastrophic failure of its biological systems in the delivery of the extra broods during the attack and is destroyed, being replaced by a blast marker on the base of the ship being attacked for which the dice was rerolled. The blast marker on the ships base represents the drones destruction while in the process of attacking the ship.

Genespore vanguard drone vanguard drone feeder tentacles/vanguard drone Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 25 cm 90 5+ (Spores 1) Weapon Range Strength Fire arc Feeder tentacles Contact Special Front Notes: Genespore vanguard drones specialize in planetary assault. They carry an extra large complement of spores and broods. These spores can be used to drop Tyranid broods and biotitans onto planets during the initial stages of planetary invasion. As such, when the drone lands on the planet in a planetary assault scenario, it can use its spores to generate an additional 2 assault points. In the process of making the planetary drop, the drone squadron is removed from the table and counts as disengaged for victory points purposes.

Harvester dronevanguard drone feeder tentacles Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 15 cm 45 5+ (Spores 1) Weapon Range Strength Fire arc

Feeder tentacles Contact Special Front Notes: Harvester drones carry biomass and tyranid bioconstructs that are not reabsorbed by the hive fleet at the end of a planets consumption. As such, the drone counts as a transport for all intents and purposes as per the armada rules. Because the drone is not evolved to specifically be a fighting vessel, the feeder tentacles are a weaker version of the usual feeder tentacles found on tyranid ships. If a harvester drone comes in contact with an enemy vessel, its rolls 1d6. On the roll of a 6, it will roll for a single hit and run attack. The drone also operates on a modified set of instinctive behavior as it is not designed as fighting ship. It still follows the standard instinctive behavior chart with the following modifications. The drone will start with conditions 1 and 2 on the instinctive behavior charts when following instinctive behavior. If instinctive behavior condition 2 is not met, then the drone will move directly to condition number 7 on the instinctive behavior table.

Escort drone variants Escort drone base profile..10 base cost points Class/hits Speed Turn Armor Shields Turrets Escort/1 15 cm 450 5+ (Spores 1) Weapon Range Strength Fire arc Select one weapon below and add price to base cost to get final cost of the escort drone(see notes below for costs of the weapon selected). Pyro-acid battery 30 cm 4 F Feeder tentacles Contact Special F Bio-plasma discharge 15 cm 2 F Notes: Cost of weapons: pyro-acid battery +10 points, feeder tentacles +5 points, and bio-plasma discharge +5 points. Escort drones subject to instinctive behavior case 7 may move toward the nearest hive ship instead of moving toward the nearest planet.

War dronepyro-acid battery or bio-plasma discharge drone+ 5 points/drone Class/hits Speed Turn Armor Shields Turrets Escort/1 15 cm 450 5+ (Spores 1) Weapon Range Strength Fire arc Pyro-acid battery 30 cm 4 F Bio-plasma discharge 15 cm 2 F Notes: War drones are evolved to be aggressive toward threats to the hive ship. The drone instinctively fires at threats with greater accuracy to protect the hive ship. When in base to base contact with the hive ship, the drone gets +1 to lock on special orders without needing to test for synaptic control to use the lock on special orders.

Stalker drone.Stalker drone per base profile+ 5 points per drone

Class/hits Speed Turn Armor Shields Turrets 0 Escort/1 15 cm 45 5+ (Spores 1) Weapon Range Strength Fire arc Pyro-acid battery 30 cm 4 F Feeder tentacles Contact Special F Bio-plasma discharge 15 cm 2 F Notes: Stalker drones have evolved to fit the role of a living shield for hive ships. When in base to base contact with a hive ship, the drone may shift one facing on the hive ship(e.g. Prow to port) during the enemies shooting phase to intercept incoming fire. Starting at the time of using this ability, the drone may not use any special orders including brace for impact until the end of the next Tyranid turn.

Fussilade drone. pyro-acid battery drone Class/hits Speed Turn Armor Shields Turrets Escort/1 15 cm 450 5+ (Spores 1) Weapon Range Strength Fire arc Select one weapon below and add price to base cost to get final cost of the escort drone(see notes in escort drone base profile for costs of the weapon selected). Pyro-acid battery 30 cm 4 F Bio-plasma discharge 15 cm 2 F Notes: Fussilade drones have evolved to envelop threats to the Tyranid hive ships in a torrent of fire. When in base to base contact with the hive ship, they may shoot twice in the shooting phase with the weapon that they are armed with. The tyranid player must announce at the beginning of his turn the intent to use this ability and place a blast marker on the base of each of the drones in the squadron with the blast marker effects taking effect immediately upon placement of the blast marker. The blast marker represents the increased fire volume as well as the decrease in efficiency of the torrent of fire that the drone is producing. This ability devours a great deal of biomass to utilize and as such can only be used once per game.

Interceptor drone..pyro-acid battery or bio-plasma discharge drone+ 5 points/drone Class/hits Speed Turn Armor Shields Turrets Escort/1 15 cm 450 5+ (Spores 1) Weapon Range Strength Fire arc Pyro-acid battery 30 cm 4 F Bio-plasma discharge 15 cm 2 F Notes: Interceptor drones evolved to deal with ordnance threats against hive ships to allow hive ships to launch greater quantities of offensive ordnance at enemy ships. When in base to base contact with the hive ship, drones may freely target ordnance even if not within 15 cm of a vanguard drone.

Harvester dronePoints Class/hits Speed Turn Armor Shields Turrets

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Range

Strength

Fire arc

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Cruiser variants: Carrier cruiserPoints Class/hits Speed Turn Armor Shields Turrets Cruiser/6 20 cm 450 5+ Spores 2 Weapon Range Strength Fire arc Variant 1 weapons options Prow launch bay Fighters 20 cm 1 Assault boats 15 cm Thorax launch bay Fighters 20 cm 1 Assault boats 15 cm May choose up to twice from the following list for port/starboard: Pyro-acid battery 30 cm 4 L/R Bio-plasma discharge 15 cm 2 L/R Variant 2 weapons options Choose one of the following for the prow weapons slot: Choose one of the following for the thorax weapons slot: Port Launch bay Fighters 20 cm 1 Assault boats 15 cm Starboard launch bay Fighters 20 cm 1 Assault boats 15 cm Notes: Carrier cruiser has 2 options for the weapons loadouts. Player may choose one of the two variants when constructing the cruiser. The carrier cruiser can be upgraded to a spore carrier for +75 points. The spore carrier has a variety of spores that it can utilize. The following spores can be launched per orbital mine rules except as noted in the specific spore mine rules: Spore mine clusters only do 1d6/2d6 damage when in base to base contact; Spore mine swarm is a spore mine cluster that goes by the old spore cyst rules for tyranids(develop); mycota spore mine detonates when in base to base contact or detonates when within 15 cm of an enemy ship. The mine rolls 2d6/4d6 damage for base to base contact. When it detonates, the mycota spore mine releases d6 spore mine clusters which scatter using the hit and scatter dice. If a hit is rolled, reroll to determine a scatter direction. Mega spore mines per the rules in the evolutions section of the tyranid fleet list; mycelian spore mines follow the same rules as mycota spore mines except that it releases d3 megaspore mines upon detonation; Mycorrhizal spore mines are an area effect weapon that when detonated showers that area with chitinous shards. When detonated, place the nova cannon template over it. Each piece of ordnance and ships in the region are affected. Each ordnance marker or wave must roll a d6. On a roll of a 6, the ordnance removed. Ships shields protect against this attack as though it was a shooting attack such as weapons

batteries and will knock the shields down, placing a blast marker on the ships base. If the ships shields are down or the ship has no shields, then roll a d6 versus armor. If the roll is equal of greater than the armour, the ship takes a point of damage. Flak upgrade is +1 spore. Defensive flak upgrade makes the spores as fleet defense turrets. Meiotic spores upgrade for planetary assault(develop).
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Points Class/hits Speed Turn Armor Shields Turrets 0 Cruiser/6 20 cm 45 5+ Spores 2 Weapon Range Strength Fire arc

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