Editing
Tyranid Harpy
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== On the Tabletop == The Harpy is a quick, well-armed addition to a Tyranid army, but it won't win games on its own. Instead, the harpy serves well as a support unit, exploiting targets of opportunity with its ranged weapons or piling into a combat to help swing the fight to your advantage. With a speed of 30" base and access to the full suite of Tyranid movement shenanigans, the Harpy is easily one of the most mobile units in the army, if not all of 40K. This makes it ideal for harassing isolated units or targeting hard to hit flyers that think themselves safe from melee. Speaking of melee, the Harpy is merely ok. Its scything wings allow it to threaten infantry or light vehicles, but with a toughness of 6, 12 wounds, and a 4+ save, it will fold in the face of a dedicated close combat specialist. Notably, Its sonic screech forces an enemy to fight last after every other unit has fought, but this won't matter if the Harpy is the first one doing the charging. Where it does shine, however, is when the Harpy jumps into an existing fight and buys another round for your assault specialists. Not to mention, it can simply fly away from any combat it doesn't want to get stuck in. In terms of Shooting, the harpy packs a considerable amount of firepower into its frame. Notably, it is the only monstrous creature in the game that can take two heavy weapons. Not even the Carnifex or Hive Tyrant can claim that right. Its starts with two Stranglethorn cannons, making it ideal for thinning out large units before your ground forces can assault. It can swap these for two Heavy Venom Cannons and go light vehicle hunting. The high strength and 3 damage of the HVC make them a serious threat to light vehicles. If the Harpy has one weakness, it is its mediocre ballistic skill of 4+. This means any negative modifiers at all will drastically reduce its efficiency. Finally, and of special note, is its spore cysts. the Harpy can drop spore mines on a unit it moves over during the movement phase, and potentially either deal mortal wounds or spawn a spore mine nearby. roll one dice for each model in the unit up to 3. on a 4+, the mine hits. You then roll to see if it explodes. on 1, nothing happens. on a 2-5, you cause 1 mortal wound. on a 6, you cause d3. If it fails to hit, you can place a spore mine model within 6" of the enemy if it fits. Notably, you can use this ability on an enemy unit locked in close combat. Apparently, Spore mines are smart enough not to explode on top of their fellow Tyranids.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information