Está en la página 1de 1

TYRANIDS IN OGRE

War Engines Tyranid `Ogres` have Body points instead of Treads, as their entire mass is vulnerable to enemy fire, but behaves in the same way i.e. damaged on a d6 roll of 5 or 6 and is reduced by the attack strength. Regeneration: At the end of each Tyranid turn, a war engine may restore d6 body points, or attempt to regenerate a destroyed weapon (roll greater than attack strength on d6). Weapons destroyed with an XX result on the CRT cannot be regenerated. If a war engine is reduced to 0 body it is dead anyway and cannot regenerate. Terrain: Big tyranids move at half rate through water. Other terrain has no effect, including roads. Overruns: Like Ogres, Tyranid war engines have their attack strength doubled in overruns. Dominatrix Move: 2" Body: 20 Head Range: 2" Attack: 3 Defense: 3 Dorsal Cannon Range: 8" Attack: 5 Defense: 5 3xEnergy Pulse Range: 6" Attack: 2 Defense: X -Loses 1 Pulse attack for each 5 body lost. Warp Save: Body points only lost on a roll of 6.

LLOS

Hierodule Move: 4" Body: 24 (If reduced to 12, Move = 2") Will have two of the following weapons: Bio-Cannon Range: 6" Attack: 4 Defense: 4 Cluster Spines Range: 8" Attack: 3 Defense: 4 Razor Claw Range: 4" Attack: 2 Defence: 4 x2 in overruns (This is in addition to the x2 for being an `ogre`, so attack strength will be 8) Hierophant Move: 4" Body: 36 (If reduced to 18, Move = 2") Ripper Tentacles (Prevents one enemy attack in an overrun) Will have two of the weapons listed for the Hierodule.

También podría gustarte