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Thread: Tyranid rules

  1. #1

    Tyranid rules

    Hi,
    I've questions about BFG rules, especialy about Tyranid fleet rules.

    1) Feeder Tentacles
    Does feeder tentacles realy inflict only one hit&run attack if rolled 4+? Does it realy stop rising efect?

    2) Two Massive Claws
    Does each claws attack separately?
    Can both claws grab enemy ship?
    Can one claws inflict 4th, 5th.... hit (attack in end phase if 3rd hit was allready inflicted)?

    3) Spores in base contact
    Spores inflicts one blast to shielded ship or one automatic hit to unshielded ship.
    As written, it looks like it allways inflict one aditional automatic hit. Is it right?
    Can spores hit each ship touched during movement? If yes, is maximum number of hited ships limited by number of spores?

    4) Mega Spore Mines
    This refit costs 10pts per launch bay. Does mega spores for port/starboard bays cost 10pts or 20pts.
    Does mega spore inflict hits on launch bay critical? Tyranids should be imune to their's toxics and virals.

  2. #2

    Re: Tyranid rules

    1: Yes it inflects only one hit and run +1 automatic damage.

    2: Doesn't matter really If you have 2 sets of claws roll 4 dice to attack. Per the FAQ2010 pg29: "A Tyranid vessel with two sets of massive claws may use any two claws to perform its “grab” on an enemy vessel, rolling again to hit in every End Phase as described on p.84 of Armada."

    Yes both claws can grab an enemy ship as described above.

    If you have 2 sets of claws and are grappled you roll 4 dice and for every 2 hits a third is scored automatically. (1 hit is just one damage, 2 hits is 3 damage (2 + 1 automatic), 3 hits is 4 damage (3 + 1 automatic), and 4 hits is 6 damage (4 + 2 automatic). Pg 84 Armada

    3: Not really, only a ship with 0 shields will take an automatic hit (Eldar, Kraken, Ships suffering from shields collapsed critical for example). If a ship has shields you place a blast marker the difference being that if a ship with their shields overloaded due to blast markers will not take the automatic hit you still place a blast marker.

    During your movement each ship you contact with 0 shields must roll a d6 and any result of 6 will cause one damage, ships with shields would have no effect. In turn the same applies to ships with 0 shields when they move however they only roll once no matter how many spores they come in contact with, all ships are slowed 5cm when coming in contact with tyranid ships just like a blast marker. You do not place a blast marker on a ship with shields unless you end your movement in base contact with that ship. There is no limit to the number of ships you may come into contact with. Pg 85 armada and Pg 29 FAQ2010

    4: Its 10 pts/ strength of launch so yes 10 for port and 10 for starboard, a hive with 3 port and 3 starboard launch would pay 60 pts for the mines.
    Yes if you suffer a port or starboard critical you would suffer damage form them exploding as normal instead of fire criticals (it can be assumed that the tight confines of... um... the um... mine poop chute??? would take significant damage if one of the mines were to go off inside).

  3. #3

    Re: Tyranid rules

    FAQ 2010 Holofields

    "They save against ALL
    strength-based weapons, Nova Cannon shots, any
    ordnance attacks and any kind of hit and run attacks,
    ramming and boarding."


    It means, that holofields does not save against spore impacts, massive claws and automatic hits made by feeder tentacles?
    WHAT THE HELL?

  4. #4

    Re: Tyranid rules

    Well the spores are treated as blastmarkers so holofields would have no effect. For massive claws (strength based attack) and feeder claws (hit and run attack) they would offer a saving throw.

  5. #5

    Re: Tyranid rules

    I am not talking about feeder tentacles hit&run attacks, but about it's automatic hit. It's not hit&run.
    Massive claws are strength based? It have no strength.
    Last edited by 3b-fly; 27-03-2012 at 17:11.

  6. #6

    Re: Tyranid rules

    Tyranid vessels are terrifying in combat at close
    quarters. Not only are they packed full of bioengineered
    killing machines, often the ships
    themselves have specially evolved claws
    designed to rip through the armour of its target,
    or crushing mandibles that latch onto the ship’s
    prey and then slowly but inevitably tear through
    decks and gantries. When the Tyranid ship
    moves into base contact with an enemy, roll two
    D6, each roll of a 4+ inflicts one hit on the
    target, ignoring shields but not holofields.
    Pg 84 Armada

    The feeder attack is a bit muddled as I can see no where that it states anything specific about Holofields. I would however still stick with Holofields imparting a saving throw against the damage as well, its still going to make it harder for the feeder to find the target.

  7. #7

    Re: Tyranid rules

    My gaming group gives the holofield save... mostly because THAT'S WHAT THE RULES SAY. hehe

    Plus I'm an Eldar player and the idea of some dumb behemoth trying to rend a projected illusion satisfies me!

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