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-The Ancient One- "they unsealed the stasis field and prepared to take the dead hive tyrant with them. it was old, very old, it had large sharp talons and two dual Claws similar to the claws known as Rending claws. the Discovery was named the Ancient one. the first proof of Tyranids actually being in this galaxy long before hive fleet Behemoth entered the imperium. they prepared to load it on a transport vehicle,and it was as one of them looked at it's head, the eyes opened. this was the last they ever saw"
The Ancient One can be used in a Tyranid army as a HQ choice. in any army of
1500pts or more.
Points: 199 ws bs s t w i
a ld sv Bio-Weapons: a set of scything talons and mutated slashing claws hive mind powers: Synapse creature and the horror
Special Rules: Tyranid monstrous creature Regenerate:At the end of each Tyranid turn, The Ancient One regains one lost wound, up to its maximum of 4. If The Ancient One is killed, mark the spot where it died and then roll a D6 at the end of the next Tyranid turn. On a roll of 4 or more, The Ancient One rears back to its feet (with one wound remaining) and the model is placed back on the tabletop. Move it into close combat if there is an enemy model within 3" of the marker. On a roll of 1-3 The Ancient One is down for the remainder of the battle – treat it as destroyed.
Tyrant's Guard: the Ancient one are often protected and may chose to be accompanied by a Tyrant guard brood (see codex: Tyranids for details). in addition, it can be accompanied by a Specially morphed Warrior called "The Praetorian". this creature can be chosen alone with no tyrant guard, or to replace one tyrant guard(if theres a full brood of 3 chosen).
-The Praetorian- Points:60 ws bs s t w
i a ld sv Bodyguard: the Praetorian is a strange creature that seems extremly hard to kill and might be specially morphed to protect the ancient one, it can't be taken seperatly and must follow the ancient one as if they where the same brood, just like tyrant guards. Bio-Weapons: scything talons and huge crushing talons(bonus for scything talons already included)
Special rules: Crushing Talons: these huge claws are powerfull and extremly deadly. they grants the Praetorian strenght 8, and ignore armour saves like a power weapon. Regenerate: see Ancient one for details. if the praetorian is down, the ancient one must stay within 2" of it until the next turn. but can move after seeing if the praetorian is either dead or returns to fight once more. same applyes as oposite if the ancient one is down the Praetorian must wait(and of course, any tyrant guards there are) |