Sonntag, 31. Januar 2010

Xenology Tyranids 3 HQ Tervigon

Starting Abilities:
Another Monstrous creature with T6 and a 3+ Sv but with excellent 6W. Also a synapse creature, psyker and a shadow in the warp guy, the Tervigon is a gants specialist. Before he moves he can spawn termagants within 6" which can move, shoot and charge. So if you have enemies within 17,99" range you have a unit to charge with. There is a chance that something goes wrong by spawning Termagants in which case the Tervigon can´t spawn anymore for the reminder of the game. As a Progenitor the Tervigon grants the benefits of his furious charge and poison attacks (if upgraded) to all Termagant units within 6" in addition they have the counter attack rule. But take care of your Tervigon, because if he gets slain, the surrounding Termagaunts can get serious damage. He can increase his synapse range to 18" on a psychic test and is equipped with a middle range S5 weapon.

Options:

You can equip this creature to increase his cc potential with talons or crushing claws and a lot of biomorphes. You can even upgrade his stinger salvo into a large blast weapon.

Psychic Powers:

Take one or both: give one of your units the ability to run AND shoot. Feel no Pain on a friendly unit within 12"

Conclusion:
The Tervigon is a supporter, but he can also take care of himself. Wisely played he can help you win in critical situations. Just by upgrading your Termagaunts or making a suprise attack of a fresh spawned breed. On the other hand he can help your units survive longer with feel no pain. A perfect supporter. In cc he hast 4-8 attacks, depending on the options you take. But beware. If he dies, he can take a lot of your Termagants with him to hell.

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