Hydraphant: Difference between revisions
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! Weapon !! Range !! Type !! S !! AP !! D !! Abilities | |||
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| Monsterous scything talons || Melee || Melee || X2 || -5 || 2D6 || - | |||
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| Back mounted dire bio-cannon || Macro 6 || 96” || 16 || -3 || 2D6 || - | |||
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| Dire bio-cannon || Macro 6 || 48” || 10 || -2 || 2D6 || - | |||
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| Psychic feelers and mind spikes || Melee || Melee || User || - || 1 || Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon. | |||
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Revision as of 08:50, 15 January 2018
The Malal of Tyranid Bio-Titans. These guys are so elusive and rare that not even Lexicanum has a page for it. Hydraphants are long range bio-titans armed with warp blast weapons, bio-plasmic breath, massive claws, and spines that can be used to damage enemies. They are the largest tyranid creatures capable of planetary deployment, even bigger then the large Hierophant.
A Hydraphant is often used with a Hive Tyrant melded to its back to act as a swarm command unit. The fact that that little cradle on its back holds a vestigial hive tyrant tells you how massive it is.
Their size puts them at least the equivalent of Reaver Titans at the bare minimum to Warlord Titans at the absolute maximum.
Tabletop Fan-Rules
7th edition
Hydraphant Bio Titan Points: 2500
WS 6 BS 3 S D T 10 W 10 I 4 A 10 LD 10 SV 2+/4++
Fixed Weapons and Biomorphs: Spore Cloud Scything Talons (Attacks included in profile) Lash Whip Flesh Hooks Feeder Tendrils Spore Cloud Regenerate Leaping Toxic Miasma
Optional Weapons(Pick 1): Two Hydraphant Bio Cannons: 64", SD, AP2, Apoc. Barrage (3) per cannon. Bio-Plasma Discharge: Hellstorm Template, SD, AP1, Assault (6)
Psychic Powers: Warp Field - The Hydraphant's Warp Field power provides a 4+ Invulnerable Save rather than a 6+. Synapse Creature - The Hydraphant provides Synapse to any model or unit within 24" from the centre of its model.
Special Rules: Impossible Entity - Putting aside the terror from the sight of such a beast for a moment, one can't help but to marvel at how such a large creature can stand, let alone move effectively in conditions under gravity. To represent this unfathomable durability, the Hydraphant may make Feel no Pain rolls for any unsaved wound from any source, except for those dealt by a Destroyer Weapon.
Base Size - The Hydraphant's base size is a circle of 10" radius. Because of the size of the model there is often no physical base to represent this. Instead, measure 10" out from the centre of the creature's body to check if any model that could be within this range.
Trample Assault - Due to its large size, the Hydraphant will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Hydraphant in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature's base as it moves, roll a single Destroyer Strength attack. Following this, resolve the assault against the target as normal.
Hydraphant Pts/model: 2000
WS: 6 BS: 3 S: 10 T: 9 W: 10 I: 3 A: 10 Ld: 10 Sv: 2+
Unit: 1 Hydraphant
Type: Gargantuan Creature
Weapon-symbiotes and Biomorphs:
- Toxic Miasma - Spore Clouds - Lash Whips - Scything Talons - Enhanced Regeneration - Pyro-acid Breath - Armoured Shell
Along with these options the Hydraphant can choose one of the following weapon-symbiotes:
- Gargantuan Crusher Claws - Two Bio-cannons - Venom Mortar
Hive Mind Powers:
- Warp Field - The Terror
SPECIAL RULES
Gargantuan Crusher Claws: Hydraphant’s have been seen with biomorphs resembling enormous crab claws, which are often used to tear down battlements and enemy titans alike. These count as a Titan Close Combat Weapon and follow the rules for them as described on page 96 of Codex: Apocalypse.
Enhanced Regeneration: The Hydraphant’s body has the ability to rapidly recover from mortal wounds. At the start of your turn as long as the Hydraphant is alive, roll a D6 for each Wound lost: for every 5 or 6 rolled, the Hydraphant recovers a single lost wound.
Towering Monstrosity: Because of its immense size, it is difficult for a Hydraphant to engage targets that are too close. It suffers from the following limitations:
- Weapon-symbiotes have a minimum range of 24” - A Hydraphant’s Crusher Claws can only be used against Gargantuan Creatures and Super-heavy Vehicles.
Pyro-acid Breath: Similar to a Screamer Killer, the Hydraphant is capable of producing a bio-plasma-like substance in its gullet by utilising grinding plates, the resulting cacophonic scream is loud enough to break eardrums and drown-out the greatest of cannon shots. Pyro-acid Breath uses the following profile:
Pyro-acid Breath* Range: Hellstorm** Strength: D AP: 2 Special: Heavy 1, Destroyer
- Pyroacid Breath is not affected by the Towering Monstrocity rules.
- Place the Hellstorm Template so that the narrow end is within 18” of the Hydraphant’s mouth. Treat this as any other template weapon.
Bio-cannons: Like a Heirophant, the Hydraphant can be seen on the battlefield wielding two huge symbiotic bio-cannons. They have the following profile:
Bio-cannons Range: 24" - 72" Strength: 10 AP: 3 Special: Assault 10
Venom Mortar: If not seen with Bio-cannons, or gigantic claws, the Hydraphant will have its forelimbs fused together and integrated into its carapace, creating a huge stationary cannon. The Venom Mortar has the following profile:
Venom Mortar Range: G 24"-360" Strength: 9 AP: 3 Special: Apocalypse Barrage (5)
Points- 2,500 Ws Bs S T W I A Ld Sv ...4 3 10 10 12 3 6 10 2+
Equipment and Special Rules Gargantuan Creature (see Forgeworld's apocalypse update) Regeneration - At the start of the Tyranid players turn, as long as the Hydraphant is still alive, roll a D6 for each wound that the model has suffered. On the roll of a 6, a wound is regained. Toxic Miasma- At the end of each player turn, every non vehicle enemy model within 6” of the Hydraphant must pass a toughness test or suffer a wound at Ap-. In addition, all non tyranid units engaged in combat with the Hydraphant take a hit with the following profile : S1, Ap-, poisoned, unwieldy. Lash Whips- Anyenemy model in base contact with the Hydraphant counts as initiative 1. Warp Field- The Hydraphant is protected by a psychic shield, similar to the protection of a Zoeanthrope, it provides a 5+ invulnerable save. Hydraphant Biocannon 72”- S 10, Ap 2, Assault 10 Bio Plasma Spray Hellstorm, S7, Ap 2, Assault 1. Place the template so that the small end is within 12” of the Hydraphant, and the larger end is no closer to the Hydraphant.
8th edition
Name | M | WS | BS | S | T | W | A | Ld | Sv | Pts |
---|---|---|---|---|---|---|---|---|---|---|
Angry Warlord Titan | * | * | * | 17 | 15 | 80 | 6 | 10 | 2+ | 5000 |
Remaining W | M | WS | BS | Casting bonus |
---|---|---|---|---|
65-80+ | 18” | 2+ | 2+ | +3 |
40-64 | 14” | 3+ | 3+ | +2 |
20-39 | 12” | 4+ | 4+ | +2 |
10-19 | 10” | 5+ | 5+ | +1 |
1-9 | 8” | 5+ | 5+ | +1 |
Weapon | Range | Type | S | AP | D | Abilities |
---|---|---|---|---|---|---|
Monsterous scything talons | Melee | Melee | X2 | -5 | 2D6 | - |
Back mounted dire bio-cannon | Macro 6 | 96” | 16 | -3 | 2D6 | - |
Dire bio-cannon | Macro 6 | 48” | 10 | -2 | 2D6 | - |
Psychic feelers and mind spikes | Melee | Melee | User | - | 1 | Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon. |
Abilities:
- Titanic monster: We’re talking monster hunter end boss levels of huge here, seriously, the models for these things are huge.
- A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the INFANTRY keyword and as long as it ends it’s move more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the INFANTRY keyword. In this case it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.
- Bio-Titan warp field: Trying to get an attack to land on such a beast when it’s psychic might is channelled against you is a monumental task.
- This model has a 4+ invulnerability save against shooting attacks, and a 5+ invulnerability save against melee attacks.
- Impossible entity: Such a creature made out of mere flesh and bone, and of such unimaginable size shouldn’t exist. But it does, and it continues to exist no matter how many bullets are thrown at it.
- This model ignores all damage on a 5+ except damage dealt by macro weapons.In addition, all enemy units within 36” subtract 1 from their leadership characteristic.