Battleground Planet: Naboo (Star Wars Galaxy) Status: Garden World
Geographical Features:
The surface of Naboo was covered by dense swamps, rolling grass plains, seas, a few sporadic mountain chains and verdant hills. Despite the 4000 year presence of humans the surface world is relatively undeveloped, allowing the planet to retain its pristine beauty.In the seas and in some places underground law numerous caverns and tunnels naturally carved by the planet's volcanic activity. Both oceans and land are filled with a rich array of biodiversity, adding to the planet's surreal status as a paradise world. Third Party Factions(2):
The Naboo: The Humans of Naboo, who are simply called The Naboo for the most part, are dominant political faction of Naboo. They are an enlightened society heavily invested in the arts, in education, and in Youth participation (almost all of their kings/queens are young). They are a collection of city states loosely ruled by an elected monarchy. As a peaceful people they don't really have a military, just a collection of security guards. That said they were fairly enthusiastic and well-trained. Naboo's wealth and moderate industry would be a benefit to whoever managed to convince them to join their side. The Gungans :
The original inhabitants of Naboo, these natives were not always know for their civilized ways. However nevertheless they have a unique culture, one that prides itself on what is sacred and militarism. They have the largest army on Naboo (discounting the two factions invading them). Their army consists of a mix of organic weaponry, native fauna and primitive tools. Whereas the native Naboo provide the wealth and affluence the Gungans provide the manpower, and currently has sort of a defense pact with the fighters of Naboo. Danger Status: 0.8/5 Other then its tendency to get invaded and some dangerous fauna this world really isn't that dangerous, in fact its a near perfect paradise! Few visit Naboo and speak of anything but its beauty.
Battleground Planet: Hoth (Star Wars Galaxy)
Status: Ice-Ball
Geographical Features:
The entire planet is a giant iceball, with its surface entirely covered by frozen ocean!.There are a few mountain ranges, and one or two places where a volcanic fissue pours from the ground, but thats its mostly. Wampa caverns crisscross the underground, and some old abandoned Rebel Bases can be found on the planet. The frigid biosphere included a minimal food chain: the predator wampas, the omnivorous tauntauns, the herbivorous Hoth hogs, a few rodent species, including snowmice and ice scrabblers, and iceworms, lichens, and Dragon slugs
Third Party Factions: (1)
- The Skels are a race of primitive humaoids that cannon be allied with, that attack everything they can find with clubs and primitive knives. They will attack everyone
Danger Status: 3.0/5
Its a frigid ice planet with little in the way of fauna, and what fauna exists generally wants to kill you.
Basic Description: The Carnifex is
one of the icons of the Tyranid Swarm. It is one of the larger organisms in the
Swarm, standing at somewhere between twenty and thirty feet tall. It is a
bipedal organism, but can use its two sets of forelimbs to help it accelerate
towards a target. The Carnifex is nigh invulnerable to conventional weapons,
and is used for a variety of purposes in the Tyranid Swarm. Its most common
uses, however, are as line breakers or anti-tank. A Carnifex charge, even
consisting of only one or two fexen can obliterate even the most disciplined
gunline, trampling soldiers to death, or else eviscerating whole swathes of
adversaries with a single swipe of its talons. In terms of pure muscle, there
are virtually none that can match the Carnifex, as these beasts are fully
capable of lifting entire tanks off the ground in order to tear them apart.
LOADOUT:
Armament:
Bio Plasma: Carnifexen are capable of discharging
devastating plasma bolts from their mouths. To onlookers it seems as though the
Carnifex is literally spewing lightning at their adversaries.
Toxin Sacs: A Carnifexen’s talons and fangs are laced with a
highly deadly poison. Even if one is fortunate enough to survive being wounded
by a Carnifex, it is unlikely they will survive afterwards as the poison wracks
their body.
Adrenal Glands: Carnifexen are capable of tremendous force,
but during their initial charge, they are capable of using specialized adrenal
glands to greatly enhance their already immense physical power, as well as
their speed.
Frag Spines: A Carnifexes body is covered in small stud-like protrusions. The
are actually close range projectiles, that the Carnifex can cause to suddenly
erupt from its body as it charges into close quarter combat.
VARIABLES: A Carnifex can enter the fray sporting a wide
variety of biomorphs. Along with the above listings, they will enter the
battlefield with any combination of the following:
Scything Talons: A Carnifex’s most common weapon is the
Scything Talon. A devastating melee weapon, and considerably more dangerous
than its smaller brethren, a Carnifex’s scything talons can outright cut a tank
in half! Occasionally Carnifexen will be seen with two sets of these,
forfeiting long ranged options beyond their Bio Plasma in order to absolutely
shred anything that gets within arms reach.
Crushing Claws: See Tervigon
Dual Deathspitters: See Warrior
Dual Devourers: Carnifexen can operate twin devourers, with
a considerably more dangerous function than the warriors. These devourers
launch a spray of deadly grubs that are charged with electrical energy. As they
fly through the air, they create an electric charge between them, frying
anything that passes between them, and burning holes through almost any target
they collide with.
Stranglethorn Cannon: See Harpy
Heavy Venom Cannon: See Harpy
Defense: Bonded Exoskeleton—A Carnifex’s entire body is
covered in a nigh impenetrable carapace. This carapace is more durable than the
hulls of most TANKS, and very little short of the most powerful anti-tank
weaponry has a hope of damaging it.
Regeneration—Like some other Tyranid organisms, Carnifexen
have fast-acting regeneration. In the event one is wounded, its body rapidly
begins to heal before the enemy’s eyes, causing even serious wounds to heal in
seconds, though this does not appear to extend to the loss of entire limbs or
organs.
Special:
Size: Carnifexen are truly immense creatures, larger than
most tanks. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, and that even if their armor is compromised, it can
still take a hell of a lot of firepower to bring one down, simply due to the
problems inherent in bringing down such a massive creature.
Additional Factors: N/a
Tyrannofex
Weapon Type: Biological weaponry
Armor Type: Armored
Shell
Speed: 35km/h
Classification: Artillery/Suppressive fire
Basic Description: The Tyrannofex is a gigantic walking battle fortress. Virtually impregnable to many forms of attack, it is capable of immensely long range bombardment, or unleashing a hail
of projectiles at closer ranges. Enemies who see the Tyrannofex had best take
cover if they do not desire to be caught in the unbelievable storm of fire it
can unleash.
LOADOUT:
Armament:
Thorax Swarm: A Tyranid Tyrannofex has a unique weapon. Its
CHEST is a weapon. A nest for dozens of horrific parasitic organisms, not
unlike those found in the Deathspitter or Devourer. With a muscular spasm, a
Tyrannofex can launch entire swarms of these parasitic creatures up to 40
meters away to attack whatever unfortunate creatures they happen to land on.
A Tyranid Tyrannofex can come, equipped with a variety of
other weapons, depending upon its role on the battlefield. It can be equipped
for long range artillery shots, or medium to short range bombardment.
-Acid Spray: Operating at a similar range as the Thorax
Swarm, a Tyranid Tyrannofex can unleash a massive wave of acid from this
biological weapon, dissolving virtually anything on contact.
-Rupture Cannon: The Tyrannofex’s primary weapon as an
artillery unit. The Rupture Cannon fires two projectiles in quick succession.
The first is a bloated tick that explodes on impact, coating the target in a
highly corrosive fluid. The second is a seedpod with a very tough and durable
shell. Upon colliding with the intended target the seed is coated with the
corrosive fluids of the tick and dissolves in a fraction of a second, resulting
in a massive implosion powerful enough to tear an entire tank inside out.
Defense: Armored Shell: This is the pinnacle of Tyranid
Defenses, only useable by their largest organisms. The Armored Shell’s
defensive capabilities far outstrip those of the Bonded Exoskeleton. Even
anti-tank weaponry is generally incapable of damaging an Armored Shell. Very
little, short of firepower required to bring down a large building, is capable of getting through this
defence. Bolter Rounds? Please. You’d best be packing nothing short of a Plasma
cannon if you want to put a dent in this.
Regeneration: See Carnifex.
Special:
Size: Tyrannofexen are truly immense creatures, larger than
most tanks. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, and that even if their armor is compromised, it can
still take a hell of a lot of firepower to bring one down, simply due to the
problems inherent in bringing down such a massive creature.
Additional Factors:
N.A.
Trygon
Weapon Type: Biological weaponry
Armor Type: Bonded
Exoskeleton
Speed: 50km/h
Classification: Ambush/Anti-Vehicle/Route-maker
Basic Description: Trygons are among the largest Tyranid Organisms. They are massive serpentine
creatures, capable of burrowing underground, and creating tunnels for the rest
of the swarm to follow through. They boast six sets of deadly scything talons
and can launch devastating bio plasmic attacks.
LOADOUT:
Armament:
Scything Talons: See Carnifex
Bio Electric Pulse: Similar to the Carnifex, Trygons have
demonstrated the ability to produce blasts of bio electricity from their mouths
to fry entire squadrons of adversary. These blasts of electricity are so
intense they can literally cause humans to explode from the sheer voltage.
Containment Spines: Some Trygons’ bodies are covered with
spines that can be launched at massive distances
Adrenal Glands: See Carnifex
Defense:
Bonded Exoskeleton: See Carnifex
Regeneration: See Carnifex
Special:
Size: Trygons are truly immense creatures, larger than most
tanks. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, and that even if their armor is compromised, it can
still take a hell of a lot of firepower to bring one down, simply due to the
problems inherent in bringing down such a massive creature.
Subterranean Assault: Trygons, similar to Raveners, are
experts at burrowing. They have highly sensitive spines that allow them to
sense vibrations in the ground above, and will erupt from underground, taking
enemies by surprise. But that is not their only purpose. A Trygon’s tunnel is
well constructed, and can be used by other Tyranids to bypass the enemy’s front
lines altogether, emerging from the midst of their foes and tearing them to
shreds.
Synapse Creature: See Warriors.
Shadow in the Warp: See Warriors.
Additional Factors: N/a
Mawloc
Weapon Type: Nom nom nom
Armor Type: Bonded
Exoskeleton
Speed: 35 km/h on
land, much faster when underground.
Classification: Ambush/Unorthodox Artillery
Basic Description: Mawloc’s are
large Tyranid organisms, similar in size to the Trygon. Like their cousin, they
burrow underground, but their purpose is wholly different. Mawloc serve as an
underground artillery force, erupting from underground, their cavernous maws
agape, to devour anyone unfortunate enough to be standing below them when they
come up.
LOADOUT:
Armament:
Claws and Teeth: A Mawloc, when trapped or unable to burrow
back underground, will often attack with the large talons it possesses.
Although its claws are designed for burrowing as opposed to the Trygon, they
are large and very capable of tearing up most adversaries or even small vehicles.
And of course, a Mawloc’s primary weapon is simply to eat its prey, sending it
on a one way trip to an acid filled stomach that can digest even an armored
Space Marine in a short period of time.
( A Tyranid invasion seen from Space)
Adrenal Glands: See Carnifex
Defense:
Bonded Exoskeleton: See Carnifex
Regeneration: See Carnifex
Special:
Size: Mawloc’s are truly immense creatures, larger than most
tanks. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, and that even if their armor is compromised, it can
still take a hell of a lot of firepower to bring one down, simply due to the
problems inherent in bringing down such a massive creature.
Terror from the Deep: The Mawloc is incredibly good at
burrowing through the ground, and is actually faster underground than it is
above the ground. It can cover the space of a battlefield in a matter of
minutes and erupt from below the ground, sending debris flying everywhere, and
devour any adversary on its point of emergence. Then, as quickly as it arrived,
the Mawloc will vanish back underground to repeat this process in another
location in which it is needed.
Additional Factors: N/a
Tyrant Guard
Weapon Type: Biological weaponry
Armor Type: Bonded
Exoskeleton
Speed: 30km/h
Classification: Meatshield/Bodyguard
Basic Description:
Tyrant Guards are the defenders of a Tyranid Hive Tyrant (or Swarmlord).Their
entire purpose is to protect the Synaptic creatures that they surround. A
Tyrant Guard that will gladly take a bullet for their leader, and will
viciously attack anyone who comes near.
LOADOUT:
Armament:
Tyrant Guard are equipped with any of the following:
Scything Talons: See Warriors
Lash Whip: See Warriors
Dual Boneswords: Tyrant Guard may sometimes be seen sporting
two deadly boneswords. Due to wielding them in a pair, the crackling energies
between them are greatly augmented and allow them to shear through the most
durable of armors like butter, and can literally rip the life from anyone that
happens to survive the initial wounding.
Defense:
Bonded Exoskeleton: See Carnifex
Special:
Brood Telepathy: A Tyrant Guard is perfectly in sync with
the Tyrant it is supposed to be defending. It is capable of seeing through the
Tyrant’s eyes as well as the eyes of the Tyranids around them. This allows them
to do their job with unerring precision, leaping into the path of a threat the
moment any Tyranid in the vicinity sees it, a feat that would be impossible to
do with only their own senses.
Size: Tyrant Guard are much larger than most humans, and
therefore are capable of surviving considerably more damage. While incapable of
withstanding the same level of punishment as a Harpy, or Carnifex, they are
nonetheless considerably hardier than the average soldier, and require
considerably more firepower to kill.
Additional Factors: N/a
Hierodule
Weapon Type: Biological weaponry
Armor Type: Bonded
Exoskeleton
Speed: 50km/h
Classification: Anti-Vehicle
Basic Description: Hierodule’s are immense Tyranid organisms even larger than a Carnifex. They are
used to counteract weapons like the Imperium’s Baneblade tanks, or other
super-heavy weaponry. They come in two variants: Scythed Hierodule which is
suited to close quarter combat, and the Barbed Hierodule, which is better
suited to long range fighting.
LOADOUT:
Armament:
(Scythed Hierodule):
Acid Spray: Hierodule’s, like the Tyrannofex, can unleash a
large wave of acid at their foes, and functions effectively the same as the
Tyrannofex’s.
Scything Talons: Like the Carnifex, Scythed Hierodule’s have
two sets of Scything Talons which it can use to great effect, carving up
vehicles and infantry alike.
(unfortunately no pictures exist outside of model form)
(Barbed Hierodule):
Scything Talons: Unlike the Scythed Hierodule, the Barbed
Hierodule has only set of Scything Talons. These talons, however, are just as
deadly as its counterpart’s.
Dual Bio Cannons: This is by far among the most devastating
weapons ever devised by Tyranids. These are tremendous cannons, dwarfing that
of the Heavy Venom Cannons, and can only be used by their largest organisms.
Utilizing a massive chemo-electric shock, a bio cannon unleashes veritable
rainstorm of thousands of highly venomous and corrosive maggot-like organisms,
that impact the target, splattering into a mass of bio-acid and venom that can
melt through virtually anything in seconds, reducing the unfortunate target(s)
to little more than puddles of goo. Even the sainted armor of a Land Raider or
a Space Marine Terminator cannot withstand this attack. Its effective range is
immense, being capable of hitting targets well over a kilometer away.
Defense:
Bonded Exoskeleton: Like Carnifexen, Hierodule have
incredibly durable chitin-plates covering their bodies. Their armor-like
plating is up to 30cm thick in some places, making it virtually impregnable to
attack.
Regeneration: See Carnifex.
Special:
Size: Being even larger than a Carnifex, Hierodule’s are
considerably more difficult to kill, even if weapons are found that can pierce
their armor.
Additional Factors: N/a
Hierophant
Weapon Type: Biological weaponry
Armor Type: Armored
Shell, Warp Field
Speed: 50km/h
Classification: Anti-Super-Heavy
Basic Description:
Hierophants are immense bio-titans, bristling with spines, poison and
biological weapons. They are the largest Tyranid ground unit ever encountered,
towering over the battlefield, and of comparable size to an Imperium Titan (which are averaged at 100 feet). A
Hierophant is a terrifying sight to behold, and can easily wipe out entire
infantry divisions singlehandedly. These beats are engineered to be able to
take on entire fortresses or other Super-Heavies.
LOADOUT:
Armament:
2x BioCannon: See Hierodule
Scything Talons: See Hierodule
Toxic Spores: A series of poison sacs hand from the
Hierophant’s underbelly, exuding a toxic gas instantly lethal to any
non-Tyranid organism.
Lash whips: A Hierophant also sports a number of lashwhips
that hang from its underbelly. They are much longer than those of a
Venomthrope’s, but function similarly.
Defense:
Warp Field: Like Zoanthropes, Hierophants are capable of
projecting a forcefield of psychic energy that can deflect almost any attack,
from conventional firearms, to anti-tank weaponry.
Armored Shell: See Tyrannofex.
Regeneration: See Carnifex.
Special:
Size: Hierophants are
the largest organisms in a Tyranid assault. They tower over entire forests and
buildings. Piercing their armor is no guarantee of slaying a Hierophant, and
even weapons that would instantly slay a lesser Tyranid can often rarely do
more than a moderate wound to a Hierophant.
Additional Factors:
For the purposes of the first round, Tyranids will only have
access to a single Hierophant for the battle.
AIRCRAFT:
TYRANID GARGOYLE
Type of Aircraft: Biological swarm
Weapon Type: Fleshborer
Armor Type: Chitin
Basic Description:
Gargoyles are an aerial breed of Termagant. Their legs are
completely atrophied leaving the Gargoyle incapable of landing. They often
hitch rides into battle on the underbellies of Harpies. They fight in a similar
manner to the gant swarms, amassing in such numbers that during the battle on
Tyran, the skies were black with them, and no sunlight could pierce through the
mass of bodies in the skies of Tyran. Gargoyles fill freely sacrifice their
lives for the good of the Swarm, and can combat both other aerial targets, and
ground infantry. Though their preferred weapon is the fleshborer, there have
been reports of Gargoyles lifting their targets into the air, and dropping them
hundreds of miles to the ground below. Gargoyles are capable of independent
flight, and can fly at speeds comparable to helicopters, and can even fly in
the upper atmosphere of a planet.
Loadout: Fleshborer, Claws and Teeth, Blinding Venom, Toxin
Sacs and Adrenal Glands
Armament: Fleshborer: (See Termagant)
Claws and teeth (See Termagant)
Toxin Sacs and Adrenal Glands: (See Termagant)
Blinding Venom: Gargoyles have developed a unique weapon for
close quarter combat. Their spit is highly acidic and they will commonly spit
in the eyes of their adversaries, blinding them for extended periods of time,
possibly permanently.
Defense: Chitin (see Termagant)
Special:
Role: Aerial support—Gargoyles serve a similar role in the
air to the gant swarms on the ground. They assault the enemy forces from above,
using swarm tactics intercepting their own aerial forces, and drawing fire away
from the more dangerous organisms. They are not above use in kamikaze attacks,
such as the Battle of Tyran, in which the Gargoyles flew down the barrels of
Planetary Defence Guns, jamming the guns on their corpses.
Harpy
Type of Aircraft: Bomber
Fighter or Bomber? : Bomber
Weapon Type: Biological weaponry
Armor Type: Hardened Carapace
Basic Description:
Often seen accompanying Gargoyles in the air, and
occasionally even serving as a transport for the smaller Tyranids, who latch
themselves to its underbelly, the Harpy is a massive serpentine Tyranid, nearly
the size of a Trygon, yet capable of agilty and speed in flight unmatched by
even the finest fighter jets, capable of maneuvering in the air with the finest
precision. It serves the Tyranids as a bomber, swooping over enemy encampments
and releasing a bombardment of sporemines that fall from large cysts on the
Harpy’s underbelly, or bombarding ground forces from afar with the Twin
Stranglethorn Cannons that serve as its forearms.
Stranglethorn Cannon: A Stranglethorn Cannon is a larger
variant of the Barbed Strangler, too large for smaller Tyranid Organisms to
carry. The seed pods launched by the Stranglethorn Cannon are much larger and
more aggressive, and have been known to even tear apart heavily armored
vehicles, their tendrils working in through any cracks or slits in the
vehicle’s armor, and ripping apart the crew inside if possible.
Scything Talons: Again, a Harpy’s scything talons are not
unlike the Scything Talons of other Tyranids, although due to the Harpy’s size
they are much, much larger, and much stronger. A Harpy’s scything talons are
capable of shredding through the armor of tanks, or even heavily armored
aircraft.
Stinger Salvo: Stinger Salvos are simple but effective
projectile weapons concealed inside the carapace’s of larger Tyranid organisms.
They fire salvos of meter long, razor sharp spikes towards targets. They are
commonly envenomed and are surprisingly effective at engaging either infantry
or aircraft.
Spore Mines: As mentioned, the Harpy serves primarily as a
bomber in the Tyranid swarm, and sports a massive number of cysts on its
underbelly, containing Spore Mines. Spore Mines are effectively, little more
than balloons of chemicals, but have some rudimentary sentience that allows
them to guide themselves towards an enemy encampment once deployed. Once a
target is in range, the Spore Mine mixes the volatile chemicals within itself
to create a chemical reaction resulting in the Spore Mine exploding in a
considerable blast, not unlike an actual mine.
Adrenal Glands: (See Termagant)
Toxin Sacs: (See Termagant)
Although not as common as the above, Harpies are also
occasionally seen using the following instead of another weapon listed above
(the weapon replaced will be listed in brackets)
Cluster Spines (replaces Stinger Salvo): Although not as
individually dangerous as the Stinger Salvos, Cluster Spines are hollow spines,
made of a brittle, chitin-like material that shatters on impact, lacerating the
target with the razor edged shards of the spine. The real value in the Cluster
Spine, over the Stinger Salvo, however, is in the sheer number of shots fired.
Like the infamous Persian arrows in 300, Cluster Spines are fired in such dense
numbers that they can be mistaken for a single gigantic projectile at times.
Dual Heavy Venom Cannons (Replaces dual Stranglethorn
Cannons): A Heavy Venom Cannon is far larger and heavier than a normal one, and
launches a considerably larger salvo of crystalline ammunition at supersonic
speeds. These projectiles strike with sufficient force that they can cave in an
enemy battle tank, and are accompanied by a delayed blast of lethal electrical
energy—residue of the force required to launch the weapon.
Defense: Hardened Carapace: A Harpy’s carapace far surpasses
that of the chitin on Termagants, Gargoyles or Hormagants. It is capable
withstanding a Space Marine’s bolterfire with ease, and can even withstand
moderate artillery fire!
Special:
Sonic Shriek: Harpies can emit a piercing shriek at such a
pitch that it becomes a literal weapon, excruciatingly painful to lesser life
forms such as humans, and can even prove fatal to species with more advanced
senses, such as the Eldar or Space Marines. Those fortunate enough to survive
this sonic assault are left disoriented and dizzy—easy prey for the Harpy, or
the Gargoyles that flock in its wake.
Regeneration: Some Tyranids, such as the Harpy, have shown
the ability to recover from horrendous wounds and injuries that would otherwise
prove fatal. Flesh and organs grow anew, whilst bone and chitin knit together
at an alarming rate, leaving little more than a scar as evidence of any damage.
Size: Harpies are truly immense creatures, larger than most
aircraft. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, or ram other aircraft, and that even if their armor
is compromised, it can still take a hell of a lot of firepower to bring one
down, simply due to the problems inherent in bringing down such a massive
creature.
SHRIKE:
Type of Aircraft: Biological air weapon
Fighter or Bomber? : Fighter
Weapon Type: Devour and Scything Talons
Armor Type: Reinforced Chitin
Basic Description: Shrikes are an airborne variant of the
Tyranid Warrior genus. Although more lightly armored than the typical Warrior,
they are faster, and possess wings, allowing them to act as Synaptic links in
the Tyranid Air force. They are formidable adversaries, more than a match for a
Space Marine in single combat, and are terrifying to behold. A Shrike stands
well over 12 feet tall, and is entirely composed of muscle and chitinous claws
and teeth, along with a host of various other biological weaponry. A Shrike is
no mindless animal. Its will is linked to that of the Hive Mind, and serves as
a synaptic link to other tyranids. Shrikes, like Warriors, are extremely
intelligent, and can initiate surprisingly advanced tactical maneuvers,
effectively serving as squad captains on the battlefield, directing smaller
units of Tyranids to strategic positions, or performing attacks and defences.
Loadout: Scything Talons, Devourers, Death Spitters, Venom
Cannons, Barbed Strangler, Spinefists, Boneswords, Lashwhip, Rending Claws,
Toxin Sacs, Adrenal Glands, Shadow in the Warp
Armament:
It’s important to note that Shrikes actually possess a wide
variety of bioforms. For simplicity sake I will list the BASIC bioweaponry
first and then list other potential weaponry after.
Scything Talons: Like many Tyranid bioforms, Shrikes are
typically seen with deadly talons. Due to being considerably larger than a
Hormagant, their talons are also notably larger, but no less sharp. A Shrike is
lightning quick and can use its scything talons with the skill and precision of
the finest duelists in the Galaxy.
Devourer: Like the Termagants, Shrikes normally are equipped
with Devourers, that operate exactly like those of the Termagant. The Devourer
is commonly held with the Shrike’s lower set of arms.
Toxin Sacs: (See Termagants and Hormagants)
Adrenal Glands: Although they operate similarly to those of
the Termagant and Hormagant, it is worth noting that as Shrikes are
considerably stronger than either of them, already capable of matching a Space
Marine’s strength, their strength becomes superhuman even by Space Marine
standards.
Variations (Shrikes may be commonly found with any variation
of the above or following weapons, though are biologically bonded to only two
types of weapons).
Deathspitter: Possessing comparable range to a Devourer, the
Deathspitter’s insides are a breeding ground for a type of alien grub. At will,
its wielder can launch a large number of these grubs at speeds comparable to a
bullet towards a target. The grubs explode on contact, splattering a highly
corrosive liquid onto the target, which can burn through even the toughest of
armors, to say nothing of what it would do to flesh and bone.
Barbed Strangler: The barbed Strangler fires a seed pod the
size of a man’s chest, channelled from a bloated sac by a feeder arm that is
little more than a muscled tube. Upon firing, the strangler seed pod grows to
maturity in seconds, spreading out in all directions with blinding speed,
sending out hooked tendrils to bind and tear at its prey. Should the seed
strike flesh before reaching maturity, the unfortunate victim is ripped apart
from the inside, in an explosion of gore as sinuous tentacles burst out from
within their own body. It has a considerably longer range than any of the
Shrike’s weapons except for the Venom Cannon, being a virtual artillery gun.
Spinefists: (See Termagant)
(note: not a picture of a Shrike)
Venom Cannon: The Venom Cannon is a long, powerful bio
weapon that fires salvos of highly corrosive crystals, coated in a metallic,
venomous residue. The weapon fires these salvos at tremendous velocities using
an electrostatic charge, not unlike a railgun. A target struck that is not
killed outright, will be shredded by a hail of shards as the crystals shatter.
Even vehicle armor can be punctured by these shards! Its range is comparable to
the Strangler.
Boneswords: Boneswords are living blades of chitin that
continuously grow, to repair any damage inflicted upon the weapon. They crackle
with psychic energies that tear apart any matter the weapon comes into contact
with, rendering even the nigh impenetrable armor of a Space Marine useless
against them. This energy grows even stronger when another bonesword is nearby,
amplifying the damage they are capable of inflicting. They are therefore,
commonly wielded in pairs, although there are other Tyranids that will use them
in tandem with a Lash Whip (see below).
Lashwhip: The tendrils of a lashwhip, are living cords of
muscle and sinew, that move of their own accord. These tendrils writhe and
slash at prey, attacking too quickly to dodge or parry, snaking around
opponent’s defences to strangle and ensnare those who are not ripped apart by
the deadly, boney hooks at the tip of each tentacle.
Rending Claws: (See Lictor).
Defense: Reinforced Chitin—Shrikes have considerably more
durable chitin than their lesser brethren, such as Gants or Gargoyles, and
secrete an ooze that rapidly hardens upon contact with the air. They constantly
secrete this substance, allowing them to rapidly regenerate any cracks or
chinks in their defences.
Special: Shadow in the Warp—Like almost all Tyranid synapse
creatures, a Shrike’s presence on the battlefield, inhibits the use of
non-Tyranid psychic powers.
Synapse Creature—A Shrike is a synaptic link to the Hive
Mind, that exudes the Hive Mind’s influence onto lesser Tyranids. In essence,
the Shrike is mentally linked to the Tyranids around it, and can force them to
obey the will of the Hive Mind, above all else, including self-preservation.
Additional Factors:
Role: Synaptic link with Tyranid air forces, tactical
maneuvering.
Size: Shrikes are much larger than most humans, and
therefore are capable of surviving considerably more damage. While incapable of
withstanding the same level of punishment as a Harpy, or Carnifex, they are
nonetheless considerably hardier than the average soldier, and require
considerably more firepower to kill.
SKYSLASHER SWARM:
Type of Aircraft: Biological Swarm
Fighter or Bomber: Fighter
Weapon Type: Biological weapons
Armor Type: Chitin
Basic Description:
The rippers of the sky. Skyslasher Swarms are uniquely
evolved Ripper swarms, that have developed wings, enabling them to fly with
their Gargoyle brethren in the skies. They are employed as assassins and
saboteurs of the air, flying to enemy vessels and using their small size to
infiltrate inside, where they devour the crews, or even simply swarm across the
cockpit, disrupting vision. Tenacious and vicious, Skyslashers may be small,
but they are far from harmless.
Loadout: Claws and Teeth, Spinefists, Toxin Sacs, Adrenal
Glands
Armament: Claws and Teeth: (See Termagant)
Spinefists: A Ripper’s Spinefist is slightly different from
most other Tyranids. As a Ripper’s limbs are too small to support the weapon,
it is capable of launching similar spines to a spinefist from its mouth, as a
surprise attack for the unwary foe.
Toxin Sacs and Adrenal Glands (See Termagant).
Defences: Chitin—See Termagant
Additional Factors:
Swarms—Skyslashers form the concept, strength in numbers,
and are almost never seen in groups smaller than 15 at a minimum. More often
than not on the battlefield, the sky will be black with them, in such numbers
that even if you can slay ten, a hundred more will appear in their place,
overwhelming their foes with sheer numbers and ferocity.
Harridan
Type of Aircraft: Massive Fighter
Fighter or Bomber: Fighter
Weapon Type: Biological Weapons
Armor Type: Armored Shell (See Hive Tyrant)
Basic Description:
The Harridan is by far, the largest atmospheric flying
Tyranid organism ever encountered by the Imperium. Its size dwarfs that of the
Harpy, being up to twice the size of the lesser creature, and several times as
dangerous. It boasts massive scything talons, which it can use to tear enemy
aircraft to shreds, and also sports twin bio-cannons on its front.
Loadout: Twin Bio Cannons, Scything Talons
Armament:
Bio Cannon: This is by far among the most devastating
weapons ever devised by Tyranids. These are tremendous cannons, dwarfing that
of the Heavy Venom Cannons, and can only be used by their largest organisms.
Utilizing a massive chemo-electric shock, a bio cannon unleashes veritable
rainstorm of thousands of highly venomous and corrosive maggot-like organisms,
that impact the target, splattering into a mass of bio-acid and venom that can
melt through virtually anything in seconds, reducing the unfortunate target(s)
to little more than puddles of goo. Even the sainted armor of a Land Raider or
a Space Marine Terminator cannot withstand this attack. Its effective range is
immense, being capable of hitting targets well over a kilometer away.
Scything Talons: (See Harpy, albeit MUCH bigger).
Additional Factors:
Size: Harridans are truly immense creatures, larger than
most carrier-type aircraft. This gives them obvious advantages, notably the
fact that they can easily use their mass to ram or destroy other, smaller
aircraft, and that even if their armor is compromised, it can still take a hell
of a lot of firepower to bring one down, simply due to the problems inherent in
bringing down such a massive creature.
MISC AIR:
Mycetic Spores
Type of Aircraft: Drop pod
Fighter or Bomber: N/A
Weapon Type: Biological Weapons
Armor Type: Armored Carapace (See Warrior)
Basic Description: Mycetic Spores are the Tyranid drop pods,
designed to deploy forces to the battlefield in a prompt manner. Although they
have some automated defences, their primary purpose is to deliver Tyranids to
the battlefield where they need to be.
Armament:
Ripper Tentacles: The Mycetic Spore’s defensive weapons are
simple but effective. It boasts massive tentacles, that writhe and thrash
around. The moment they touch something, they will bind it, and either tear it
to pieces or else drag it into the Spore’s cavernous maw to be digested.
Additional Factors: N/A
SUPPORT:
Name: Ripper Swarm
Armor Type: Chitin
Type of Support: Sabotage, Cleanup
Classification: Swarm
What bonus do they give?: Devour Biomass, Electronic
sabotage, chaos amongst enemy ranks.
Basic Description:
Individually a Ripper is little threat to a well trained
soldier, even if caught off guard, but Rippers are never alone, and travel in
large swarms of 15 or more, overcoming their small size with sheer numbers and
viciousness.
Loadout/Armament:
Claws and Teeth: Rippers have small needlelike teeth that
they use to tear through their prey. They also boast small claws that can
scratch and slash.
Spinefists: Some Rippers have evolved Spinefists, like their
larger Tyranid brethren. Unfortunately, Rippers are too small to be able to
carry them like most Tyranids, so instead, it is their head which is converted
into the Spine fist, the Rippers launching spines from their mouths into unwary
targets.
Adrenal Glands and Toxin Sacs: See Termagant.
Defensive: Chitin (see Termagant)
Special/Detailed purpose: Rippers are the cleanup crew, in
the Tyranid Swarm. They are smaller organisms, that make up for their size with
sheer viciousness. Although they are rarely seen on the open battlefield, they
are always at work. They emerge when the rest of the swarm has moved on to hunt
in other areas, and devour the remains of anything left on the battlefield,
before leaping into digestion pools and allowing the biomass of themselves and
their food to be absorbed into the swarm. They have also been used for
sabotage, using their small size to creep through ventilation shafts, chew
through wires to cause electronic disruption, and even attack soldiers inside
their own bases, to sow chaos and confusion among-st enemies.
Additional Factors: None
Name: Tervigon
Armor Type: Armored Carapace
Type of Support: Reinforcements, Stat buffs, Synapse
Creature
Classification: Broodmother
What bonuses do they give?: Steady flow of reinforcements,
meatshield, synaptic control of the Swarm and strengthen nearby Tyranids.
Basic Description:
Tervigons are tremendous, lumbering behemoths. Standing even
larger than a Carnifex or Hive Tyrants, many Tervigons reach sizes of around 25
feet. Although capable of long ranged support, or even ripping open transports
with their claws, a Tervigon more commonly is utilized on the battlefield to
provide a steady flow of reinforcements from the egg sacs on their
underbellies. They are the Tervigon’s foremost priority and they will viciously
defend these eggs with their lives if necessary. Tervigons also possess latent
psychic powers as a result of their synaptic connection with the Hive Mind.,
which they use to support the Tyranid Swarm.
Loadout/Armament:
Scything Talons: Tervigons possess Scything Talons not
unlike a Carnifex. These are primarily auxillary, and not commonly used for
combat purposes, and more for defensive measures, in protecting the broods of
Termagants it hatches from its underbelly.
Stinger Salvo: See Harpy
Adrenal Glands: See other Tyranids.
Alternate:
Occasionally, a Tervigon will be seen with either of the
following:
Crushing Claws: These are immense, crablike claws that are
designed to rip apart vehicles, providing a medium with which to grasp the
vehicle and tear it apart. Their power far exceeds that of scything Talons, but
their size makes them cumbersome to use, and can only be evolved on the largest
of Tyranid organisms.
Cluster Spines: See Harpy.
Defensive:
Bonded Exoskeleton— This is a carapace that far exceeds the
durability of the armored chitin of a Tyranid Warrior. This level of armor is
not unlike that of a Space Marine’s power armor. Very little, short of
anti-tank weaponry or weapons designed to take down fortresses have a hope of
piercing through this durable armor.
Regeneration-- Some Tyranids, such as the Tervigon, have
shown the ability to recover from horrendous wounds and injuries that would
otherwise prove fatal. Flesh and organs grow anew, whilst bone and chitin knit
together at an alarming rate, leaving little more than a scar as evidence of
any damage.
Special/Detailed purpose: Tervigons are walking spawning
pools. Their primary purpose is to protect the egg sacs on their underbellies
that will release swarms of Termagants mid-battle. A single Tervigon can hatch
well over a hundred Termagants over the course of a single battle, the freshly
hatched Tyranids already fully grown, and ready for battle. In addition,
Tervigons have a variety of psychic powers to assist the Tyranids near them.
Catalyst causes all but the most serious wounds to close up on impact, enabling
Tyranid swarms to weather far greater firepower than normal, and Onslaught
dramatically increases the speed of nearby Tyranid organisms. Tervigons boast a
considerably larger synaptic range than other Tyranid organisms, save only for
Hive Tyrants and Dominatrix’s. This allows the Hive Mind to relay instructions
across a far greater range, and enact its strategems flawlessly.
Additional Factors:
Psychic Powers: Although non-lethal, Tervigons DO possess a
number of psychic powers designed to protect other Tyranids, including their
offspring.
Onslaught—This power, as mentioned above, greatly enhances
Tyranid’s mobility. They are capable of covering ground considerably faster,
while still able to lay down a considerable amount of firepower. As a rule of
thumb, Tyranids under the effects of Onslaught should be considered to have 1
point more in mobility than they usually do.
Catalyst—“The Power of the Hive Mind infuses the organisms
under its control, flooding their systems with such unnatural vitality that
they can ignore the most grievous of wounds.” (Tyranid Codex,5th Edition, page
62) .Obviously they would only be able to take so much before they bleed out, but see this as enhanced durability basically.
Size: Tervigons are truly immense creatures, larger than
most tanks. This gives them obvious advantages, notably the fact that they can
easily crush most infantry, and that even if their armor is compromised, it can
still take a hell of a lot of firepower to bring one down, simply due to the problems
inherent in bringing down such a massive creature.
Tervigons also possess a power dubbed “Brood Progenitor.”
Simply put, a Tervigon’s offspring fight much harder when near their mother.
Termagants that have been spawned from a Tervigon, have been documented to
prove far more savage, vicious and dangerous in combat when near their
progenitor, than Termagants observed away from Tervigons. Killing a Tervigon also kills ll of its children.
Name: Venomthrope
Armor Type: Reinforced Chitin
Type of Support: Mobile source of cover, “debuff” to enemies
Classification: Biological Warfare
What bonuses do they give: Mobile source of cover, can
easily disguise Tyranid movements, disrupts enemy movements
Basic Description: Venomthropes are the inevitable result of Cthulhu crossbreeding with Tyranids.
Organisms that can reach up to nine to ten feet in height, they are a mass of
writing tentacles that can tear an adversary to shreds. But this is not their
purpose in the battlefield. Venomthropes are an immense aid to the swarm, due
to the highly toxic smog they produce from the vents on their back.
Loadout/Armament:
Lashwhips: Venomthropes are a writhing mass of bone-tipped
tentacles. These operate similarly to a Tyranid Warrior’s lashwhip, ensnaring
adversaries slashing them or tearing them apart at close range, Venomthropes
just have a lot more.
Toxic Touch: Venomthropes are by far the most venomous
Tyranid organisms. They are coated in a poison so virulent that it can actually
dissolve metal and flesh at the touch.
Special Detailed Purpose: A Venomthrope produces a deadly
cloud of spores wherever it moves. Combined with other Venomthropes, this can
often create a spore cloud sufficient to completely cover Tyranid movements. It
completely obstructs line of sight, making it impossible to accurately fire on
the Tyranids within the smog. Some adversaries have taken it upon themselves to
try and charge into the smog and face the Tyranids in hand to hand combat, but
this too is a foolish proposition. A Venomthrope’s spore cloud is highly toxic,
and will kill most organisms in a matter of minutes. Additionally, while
Tyranids themselves seem to be immune to the toxins of the spore cloud, and can
move freely and unbothered within this cloud, enemies will continue to find it
difficult to see, and making it nigh impossible to defend against the Tyranid
counterattack.
Additional Factors: N/a
Defensive Structures:
*The Tyranids are almost an entirely offensive species, so these structures will be quite rare. In fact their defensive structures are mainly just devices to fuel their offense.
Name of Defense:
Spore Chimney
Type: Anti-Air and Anti-Ground
As a Tyranid invasion
proceeds, they begin to erect massive spore chimneys that belch out a toxic
smog into the atmosphere, choking any non-Tyranid organisms that try and
reclaim taken areas, as well as spreading the smog out to other nearby areas to
kill any local flora or fauna nearby.
Additional Factors:
Time: Spore Chimneys will not be present in the initial
waves of assault, be will be deployed as the battle rages on and Tyranids take
ground.
Name of Defense: Digestion Pool
Type: Anti-Ground
Often seen in the final stages of an assault, Hive Fleet
Leviathan began a new system of employing Digestion Pools mid-battle, as a
means of rapidly replenishing its forces. These are pools of incredibly potent
stomach acids. Anything that falls into one will be digested near
instantaneously, and turned into nutrients, DNA and biomass for the Swarm to
use to create further troops.
Name of Defense: Mieotic Spore
Type: Anti-Ground: Mieotic spores are large sacks full of bio-acid and toxins and contain smaller Spore Mines within them. Trailing long, groping tendrils, they detonate when they sense an enemy nearby, showering their foe with razor-sharp chitin and bone fragments, toxic gases and corrosive juices. There are three types of mines:
Poison - Full of poisons and toxins, the mine can overcome any physiology. The poisons include highly reactive inorganic poisons, haemotoxins, aflotoxins, neurotoxins and phage cells. Frag - It has an iron hard shell which shatters when the mine explodes and sends shards of the shell in all directions, which can scythe down light infantry but can also cause lethal infections and sepsis. Bio-Acid - The acids are thick and viscous, allowing them to cling to their victim to maximise the effectiveness of the acids. They have been known to dissolve everything up to, and including, ceramite plate.
Faction Leader: Hive Tyrant
*NOTE: It is possible that through the course of the battle,
the Hive Tyrant will be replaced by the Swarmlord, should the situation arise
in which the Swarmlord is needed. The Swarmlord’s feats/comments will be marked
with an asterix.
Name: Hive Tyrant/Swarmlord*
Notable Battlefield Accomplishments: While each individual
Hive Tyrant has had its own notable achievements, they are generally regarded
as highly competent and pragmatic leaders. The Hive Tyrant that headed Hive
Fleet Kraken’s attack on the Eldar Craftworlds managed to draw out the Eldar
Avatar into a duel, and then used a large number of Carnifexen to rip it to
pieces.That said they do rely mostly on swarming tactics.
*The Swarmlord is among the greatest strategists and
tacticians in the Galaxy. The beast was able to match wits equally with Marneus
Calgar, the Chapter master of the Ultramarines, and largely considered to be
the Imperium’s greatest tactician and strategist (with a possible exception to Uraskar Creed). The Swarmlord was responsible for the Tyranid victory over Tyran. In
the initial stages of the battle, Tyranids were held back from making
planetfall by Tyran’s planetary defense guns. The Swarmlord directed flocks of
Tyranid Gargoyles to the guns, flying down the barrels of the guns, until the
guns jammed on the smoking corpses of the Gargoyles. The Swarmlord is most
notable for its skill at outflanking maneuvers, distracting adversaries with a
frontal assault, and then bringing a division of Tyranids around from either
side or from behind to cut off an enemy’s escape route. The Swarmlord also was
renown for defeating Calgar at the Battle of Macragge, in which the Swarmlord
forced a confrontation with the Chapter Master, who was torn apart and nearly
killed by the Swarmlord, only saved by the sacrifice of Calgar’s honor guard,
who bought enough time for the seriously wounded Chapter Master to be taken to
a transport and taken away from the Swarmlord.
Personality: N/a No known personality has been documented
for either the Hive Tyrants OR the Swarmlord, besides them being highly
pragmatic generals of the swarm.
Style of Leadership: Flexible
Hive Tyrants lead from the back lines in principle, but
often display a flexible style of leadership, taking the front lines when
necessary. Hive Tyrants oversee the overall strategy of the Swarm, designating
micromanagement of Tyranid forces to lesser Synapse creatures like Trygons,
Warriors, Zoanthropes or Shrikes. Hive Tyrants will commonly bring a long
ranged weapon of some manner, allowing them to assist even from the back lines,
blasting enemy forces at a distance, and carry deadly close range weapons and
psychic powers that allow them to shred apart adversaries at close range.
Adaptive Creativity:68/100 (88/100*)—Hive Tyrants are fairly
adaptive, and can readily adapt to the situation at hand, but hold nothing over
the strategic master that is the Swarmlord. The Swarmlord can adapt to changes
in the battle as readily as the wind. As the enemy enacts one maneuver, the
Swarmlord is instantly working to counteract them.
Tactics: 56/100 (87/100*)—Standard Hive Tyrants have a tendency of
adopting the Tyranid stratagem of simply winning through attrition, but the
Swarmlord is a tactical master, who was able to force Calgar into a one on one
duel with it. It is highly adept at flanking maneuvers, and can make the most
of the Tyranids’ immense numbers. It has demonstrated a wide variety of
tactics, including battle through attrition when beneficial, hit and run
tactics, and surround tactics.
Strategy:52/100 (87/100*)—The Hive Tyrant has some semblance of
strategy, but many of their strategies tend to be based in the idea of Tyranid
numerical superiority. The Swarmlord, is a far more adept strategist, capable
of retreating to avoid a losing battle, or baiting the enemy into thinking they
have the advantage and then crushing them.
Intuition: 60/100 (81/100):
Though the Tyranids lack foresight the reason they score quite high is simply because they have fought for so long they have acquired a generalized pattern of what the enemy will do. The Swarmlord takes this into an extreme however, in predicting and instantly reacting to an enemies movements, so much so entire enemy armies essentially dance to his tune.
Audacity: 100/100 (100/100*): The Tyranids have no sense of fear,
and their commanders follow suit. No adversary, from the Necrons to Chaos can
make the Swarmlord OR Hive Tyrant so much as quiver.
Psychological Warfare: 65/100 (79/100*): Hive Tyrants are capable of
mentally assaulting entire squadrons, and exude an aura of sheer terror that
can force their enemies to flee. The Swarmlord is even better at this, boasting
more powerful psychic powers. The Swarmlord’s presence on the battlefield has
set a chill into the hearts of even the most stalwart Space Marines.
Intelligence: 70/100 (82/100*): A Hive Tyrant is more intelligent
than the finest human human minds. The Swarmlord is even smarter than a Hive
Tyrant.
Leadership: 95/100 (99/100*): Tyranids are virtually incapable of
disobeying a directive from a Hive Tyrant OR the Swarmlord. They will follow
the will of the Swarm, as directed through these individuals, to the death. The
only reason they do not get 100 is because of the existence of some creatures
like Old One Eye, Lictors and Deathleapers that possess some degree of autonomy
from the Swarm.
Corruption: ???—Incalculable, as the Tyranids do not follow
any human semblance of purity of corruption.
ARMY X-FACTORS:
Numerical:
Morale: 100/100 (70): Tyranid morale is virtually unbreakable as
long as there’s a Synapse creature around. No amount of terrifying display of
weaponry is enough to break the spirit of a Tyranid charge. Even without a
Synapse Creature, most Tyranids will still opt to charge their foes, intent on
satiating their ravenous hunger.
Logistics: 85/100: Tyranids have exceptional logistical
capabilities, capable of devouring their own dead(as well as the dead of their foes and environmental fauna), and converting it into
biomass to be reused and turned back into a new Tyranid, fully capable of
fighting. Gorgon is less efficient with its resources than other Tyranids due
to their unique adaptive abilities, but they still can replenish their forces
with surprising speed.
Espionage: 69/100: Although Tyranids do less with
information than other factions, they are nonetheless skilled at infiltrating
for the purpose of sabotage, or assassinations, and have several creatures
designed with infiltration as their primary purpose.
Discipline: 100 (72): Tyranids, when under the influence of
a Synapse Creature are perfectly disciplined and will follow their objectives
to the death. Without a Synapse Creature, however, Tyranids are STILL designed
so that their basic purpose is ingrained into their instincts themselves.
Overall Army Intimidation: 89/100: Tyranids are TERRIFYING
to fight. A horde of biologically engineered monstrosities, rampaging in your
direction. An endless sea of nightmarish monsters from your worst nightmares.
Even Space Marines, who almost never feel fear, have commented on the dread they have felt when facing a
Tyranid swarm. There are Imperial Guardsmen who have chosen to commit suicide,
rather than face Tyranids. Few factions can cause such intimidation even in the
40k universe.
Misc. REINFORCEMENT RATE: VERY HIGH: If you need to know why, then you haven't really been paying attention to the profile :P. Away from battle they have a specialized unit known as the Norn Queen, who in return for a constant supply of bio-fuel spew out units.
Past Opponents:
Orks: Tyranids have encountered Orks before during Hive
Fleet Leviathan’s feeding frenzy on the southern edge of the Galaxy. Despite
suffering a numerical disadvantage, Leviathan adapted, using hit-and-run
tactics, to frustrate the Ork Warboss Skarfang, into committing his forces to
an all-out charge. The Tyranids then broke up his forces and slaughtered them,
using Venomthropes to separate the Orks, and Lictors to assassinate Skarfang in
the confusion, breaking the Ork’s chain of leadership, and destroying them
whilst the Orks fought amongst themselves for the rank of Warboss.
Imperium of Man: The Imperium has faced the Tyranids more
often than any other factions, and have never won anything greater than a
Pyrrhic victory against them. The greatest Imperium victory over the Tyranids
was the destruction of Hive Fleet Behemoth, a victory that cost them several
planets, and almost half of the Ultramarine Chapter, and the maiming of Marneus
Calgar at the hands of the Swarmlord. The Tyranids have displayed considerable
expertise in confronting the static gunlines of the Imperium and the audacious
battle charges of the Space Marines.
Eldar: Hive Fleet Kraken engaged the Eldar, and overwhelmed
them. The Eldar were outmaneuvered at every turn, resulting in the death of an
Avatar of Khaine, and forcing the Eldar to use the souls of their own dead to
reanimate several machines to battle them. Thanks to Hive Fleet Kraken, one of
the greatest of the Eldar Craftworlds—Iyanden is now considered a ghost world,
its Infinity network destroyed and its Avatar slain.That said the Eldar did ultimately win a massive Pyrrhic victory, if only because of a powerful heroes sudden appearence.
Tau: The Tyranids fought the Tau over a Kroot controlled
world, and gained an initial advantage, easily adapting to Tau firepower. The
Tau were only able to claim victory through denying the Tyranids biomass,
destroying their dead completely, so that the Tyranids could not devour the biomass
and eventually could not produce sufficient creatures to slay the Tau. Even so,
the Tau suffered severe casualties, and the Kroot on the planet were all but
extinguished.
Chaos: They are also know to have fought Chaos at one point, though the conflict ended inconclusively when a passing Imperium fleet (who vehemently hated both Chaos and the Tyranids) discovered them fighting and id the wise thing; utterly destroy the planet they were fighting on.
Dark Eldar: The Tyranids are known to have encountered this sadistic race before, with the conflicts usually ending with the Dark Eldar retreating through their webway.
Necrons: Though they have fought the Necrons before this is the one race who will the Tyranids will avoid if they can help it.
Quality vs Quantity: Tyranids have a strong leaning to
quantity over quality, preferring to win battles through attrition,
overwhelming them with Gants and other such creatures. However, they do not
ignore quality, as their stronger beasts are easily a match for a Space Marine,
or even entire squadrons of Space Marines.
Additional Factors:
ADAPTION: This is the Tyranid’s strongest advantage. We are
using Hive Fleet Gorgon—a Tyranid splinter fleet, with a unique talent for
adaption. Gorgon demonstrated the ability to adapt incredibly rapidly to enemy
weaponry, dramatically reducing their effectiveness, within a matter of waves.
When Gorgon fought the Tau, the Tau plasma weapons slaughtered their first
wave. However, Gorgon adapted the carapace of the Tyranids resulting in the
second wave having carapaces better designed to diffuse the heat of the plasma,
and rendered the Tyranids almost immune to such attacks. The Tau then employed
Kroot which used solid-slug weapons, but Gorgon adapted again, increasing the
hardness and flexibility of the Tyranid carapaces, allowing them to better
absorb the impact of Kroot slugs, and deflect them. In short, Gorgon can
rapidly adapt to armies that only utilize single forms of weaponry incredibly
quickly.
Weaknesses: For Weaknesses there are four.
--1. The rapid adaption that Gorgon employs comes at a cost- they use up far more biomass than most swarms. This is reflected in the x-factors where most Tyranids would get 96 while these got 85.
--2. Due to this Biomass requirement, it becomes harder to produce Elite and more powerful variants, requiring more and more to do so. Now these elite variants are going to be rare just uncommon.
--3. Destroying Synapse creatures effects control of the Swarm. -- 4. In Lore a rapidly adapting army (the Tau) was able to put the Tyranids at a disadvantage by constatnly switching weapons and forcing the Tyranids to over-adapt.
-Motivation: Their sole, burning motivation is their pure hunger. In a universe where all extremes become individual entities (such as an excess of lust eventually creating a God of Lust, excess of war and hate creating those gods) the Tyranids seem to have become the vary embodiment of hunger They will butcher their way across the starts until their is no life left- and only then will they turn on each other.
- The Tyranids have a tendency of making other races, even a race whose SOLE purpose is to kill all other life (the Necrons) form various alliances of conveniences to try and stop them. Basically so long as their opponent is coherent any neutral faction on the planet they are fighting on is going to try and join the other side- even if said side is horrible like Chaos or Dark Eldar. -Shadow in the Warp: In addition to its battlefield effects, the Shadow brings about the following effects for a campaign. -The average citizen experience uneasiness and terrible nightmares. -A psyker or anybody with warp sensibility suffer severe headaches, uncontrollable screaming, bleeding eyes and unconsciousness. - It blocks most astropathic signals (telepathic communication)
- Disrupts psychic phenomena.
Victory Gains factors:
Numbers: With every victory, the Tyranid’s numbers increase
exponentially, as they turn the biomass of the planet and their own dead into
further Tyranids for the conquest of the next world.
DNA Absorption/Biological Absorption Rate: Very High: Tyranids can take the best qualities of that
which they devour and turn use it to improve pre-existing Tyranids, meaning
that with every victory, the Tyranids will be able to employ the DNA of the
flora or fauna they’ve devoured, or even the biomass of their adversaries, to
take on traits similar to them if it is required.