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Tyranid Air Swarm
Tyranid Air Swarm
Tyranid Air Swarm
This is a fan made expansion for the games workshop game Aeroautica Imperialis. It allows you to
deploy the aerial swarms of the devouring hive fleets into the sky war. The Tyranid bio-craft are
slower than prey species fighters, and their weapons are very short ranged. However they make up
for these short comings with high manoeuvrability and their Gargoyle broods.
Below are an additional three special rules zone and must be set up before all other
that the various races that fly the skies can units. Aerial mines have a field size. This is
utilise the number of mines that must be brought
together. When setting up a mine field all
Melee
mines must be within 2 hexes of at least 1
Some aircraft, such as Tyranid Harridans, other mine from the mine field and within 1
Chaos Heldrakes and the infamous Ork Dagga altitude
Jet utilise weapons designed to tear apart
Aerial mines may change their altitude by 1
enemy craft as they fly pass them.
during the movement phase and if they are at
Weapons with the melee are used in the speed 1 they may move 1 hex in any direction.
movement phase. As soon as you have All mines in a minefield move at the same
moved through a hex containing an enemy time.
model at the same altitude (or 1 altitude
If an enemy model moves within 1 hex of an
below if attacking a ground target), you may
aerial mine, or the aerial mine moves within 1
declare you are making a melee attack.
hex of an enemy, and within 1 altitude the
Complete the attack using the firepower value
aerial mine will make an immediate attack. If
of the weapons being used, then finish the
the attack hits then remove the aerial mine
planes movement.
from play.
Models may only make one melee attack per
Aerobatics
turn.
Some aircraft are incredible manoeuvrable
Aerial mines
and are capable of quickly dropping through
A few races, such as the T’au, make use of the atmosphere, such as the Eldar Nightwing
floating mine fields to restrict the movement fighters utilising their varied position wings.
of enemy forces.
Aircraft with the Aerobatics special rule may
Models with the aerial mine special rule can decrease their altitude by 1 or 2 at speed 1-9,
be set up anywhere on the table more than 3 not just speed 5-9.
hexes away from the enemies deployment
TYRANID AIR-SWARM
The Tyranid air swarms are the first broods deployed by encroaching hive ships against prey planets.
Their approach is likened to an oncoming storm, so vast are their numbers. The Hive mind utilises
them to corral the enemy, making feeding easier. They engage the enemy with overwhelming
numbers not caring for their own casualties.
The monstrous flyers of the Tyranid airs-warm damage suffered. For each point of damage
are almost always accompanied by score of absorbed this way reduce a gargoyle
Gargoyles. Gargoyles are amongst the brood/flock ammo by one.
smallest Tyranid flyers, these 0.2 tonne
Example: A Harpy is shot at by a marauder
Gaunts cling to the hides of their larger
bombers lascannons. The lascannon causes 2
brethren. In battle these gargoyle flights can
points of damage. The Harpy decided to
be used to attack ground installations, or used
remove its Gargoyle brood (ammo 1) to
to defend their brood carriers.
reduce the damage by 1 to 1.
Gargoyles have three different uses in games
Jump troops
of AI. Weapon
Gargoyles can de deplored as jump troops
The gargoyle brood can be fired, just like any
(see page 65 of the Rynns world campaign
other weapon (using their profile), whilst not
book for these rules). For each Gargoyles as
a weapon in the normal sense, they make
jump troops reduce a gargoyle brood/flock
quite a mess of engines when they fly into
ammo by one.
them.
Example: A Harridan deploys three jump
Ablative armour
troops over a ground target. The Harridan
Tyranid flyers that are armed with gargoyles then decreases the ammo of each of its
can choose to use the gargoyles to absorb Gargoyle flocks by 1.
Tyranid Air-Swarm upgrades
Bio-plasma vents + 3 points Synaptic node +1 point
The bio-organisms has rear facing bio-plasma The bio-organism has an improved link to the
sphincters, When used they give the creature hive mind which improves the reflexes of
a surge in speed. nearby Tyranid bio-forms, whilst at the same
time causes unease in enemy pilots
When activated in the movement phase a
model with Bio-plasma vents may declare that All friendly models within short range and 1
it is using them. If so it can move an altitude gain +1 handling. All opponent
additional 2 hexes, however it is only allowed models within short range and 1 altitude lose
to use ace manoeuvres 1 and 2 if it does so. -1 handling.
This additional movement doesn’t increase
Cluster spines +3 points
the models speed characteristic.
This Bio-organisms covered in scores of sharp
Rapid regeneration +3 points
quills that it can fire at nearby enemies. This
The bio-organism is capable of healing even quills are too weak to penetrate even light
the most grievous of wounds in a matter of fighter armour, but are more than powerful
moments. enough to break the armorglas of the
cockpits.
In the end phase, if the model is not at full
structure points, roll a D6. On a 6, regain 1 Any Tyranid craft with this upgrade gains the
structure point following primary weapon.
Whilst to slow to every try to chase down imperial craft, they are agile enough to be able to attack
any aircraft that gets too close, smashing them apart with their scything talons.
As with all Tyranid organisms the Harridan is highly mutable with several variations being record.
Whilst the most common seen acts as a carrier for gargoyles, other variants have been seen.
Including one that has been mutated to carrier vast numbers of spore mines and act as a bomber.
HARRIDAN
CLASS: BOMBER SPECIAL: JUMP TROOPS
ADDITIONAL WEAPONS
A Harridan may be equipped with three additional weapons, chosen from the following list at 4
points each.
The Harpy is armed with a pair of Venom-shard cannons. The corrosive acid imbued crystals can
cause large amounts of damage as they shatter on impact, embedding shards of crytals in dozens of
places, these shards slowly leach out acid that can degrade airframes and cause wings to break off
minutes or even houses after the dogfight.
HARPY
CLASS: FIGHTER SPECIAL: JUMP TROOPS, AEROBATICS
ADDITIONAL WEAPONS
A Harpy may be equipped with two additional weapons, chosen from the following list at 2 points
each.
A seething writhing mass of barded tendrils seeking out warm organic beings to consume. The last
thing many a marauder pilot has seen is a strangle thorn plant consuming his gunners and rapidly
growing towards the cockpit.
COCKATRICE
CLASS: FIGHTER SPECIAL: JUMP TROOPS, AEROBATICS
ADDITIONAL WEAPONS
A may be equipped with two additional weapons, chosen from the following list at 2 points each.
CRONE
CLASS: FIGHTER SPECIAL: JUMP TROOPS, AEROBATICS
ADDITIONAL WEAPONS
A Crone may be equipped with two additional weapons, chosen from the following list at 2 points
each.
WYVERN
CLASS: FIGHTER SPECIAL: JUMP TROOPS, AEROBATICS
ADDITIONAL WEAPONS
A Wyvern may be equipped with two additional weapons, chosen from the following list at 2 points
each.
SPORE CHIMNEY
Even from the very start of an invasion the hive fleets begin to Tyranoform the planet, preparing it
for eventual consumption. Giant spore chimneys erupt out of the ground and emit clouds of spores
and phage cells, to travel on the winds to further Tyranoform the planet. These spores have no effect
on planes, however if pilots and crews were to inhale them they can cause rapid and painful death.
As such rebreathers must be worn at all times when battling the Tyranid threat.
The spore chimneys also produce larger spore mines and Mieotic spore to defend themselves from
attack and should always be treated with caution.
GROUND DEFENCE
SPORE CHIMNEY
STRUCUTRE FPR DMG SPECIAL
Effective altitude (2) , ground-
3 3/1/0 6+
to-air fire
In the end phase place a meiotic spore, at altitude 1, in an
adjacent unoccupied hex.
Deign notes
When designing this list I used both the rules from the current AI as well as the previous editions
rules.
The design philosophy was that the Tyranids should be slow but manoeuvrable. With the combat
between them being akin to a fighter attacking a helicopter.
When designing the list I use the Anphelion project as well as the Tyranid codex to work out what
sort of flyers they should have. In the end I decided to expand the number of flyers from 3 to 5. This
was to make arming them easier. As the Harpy had two different primary weapons to choose from
and it was easier to separate them out into two separate craft, then I decided to add in a pure close
combat variant as well
The Meiotic spore mines rules are based on the Tau drone aerial minefield rules in tactica
aeronautica, with a few tweaks to make them a bit more interesting
The Gargoyles were the hardest part to make. Naturally they would be jump troops, but I also
wanted to include their ability to swarm imperial aircraft and take them out of the sky bird strike
style, as shown in the books. I decided the easiest way to do that was have them as a rear facing
weapon. Thematically firing them would be them letting go and as they are travelling slower than
their carrier and the enemy craft they would just fall backwards and hit them.
Originally they were also used as bombs, but I decided that didn’t mesh with the jump troops of
other races not being able to attack ground installations. So I gave the Harridan spore mines, hey it’s
the ‘nids they can make new creatures if they want.
Their ablative armour rule came from a thematic point of view. If you are shooing at a Tyranid flyer
covered in gargoyles are you going to damage the flyer or the creature that is in the way?