Tyranids
by Tom McCarthy (???)

Qty. Position Cost Update MV ST AG AV Skills
0-4 Tyranid 110,000 G 7 4 3 8 none
0-6 Genestealer 80,000 G 7 3 2 8 Extra Arms, Mighty Blow, Hypnotic Gaze
0-1 Magus 60,000 G, A, P 6 3 3 7 Sure Hands, Hypnotic Gaze
0-12 Hybrid 30,000 G 6 3 2 7 none
0-4 Squig 30,000 A 5 2 3 7 Dodge, Stunty, 1 Mutation to match model
0-4 Hunter-Slayer 30,000 A 6 2 3 7 Dodge, Stunty
0-1 Zoat 110,000 S 5 5 2 8 Sure Feet, Thick Skull
0-1 Carnifex 160,000 S 4 6 1 10 Claw, Thick Skull, Stand Firm, Razor Sharp Claws

Ed. Note: The Tyranid big guys haven't been modified with negative skills & lowered stats as per Jervis' suggestions. As such, they're still underpriced & overpowered. You may want to tweak them some or remove them entirely.

REROLLS: 60,000

APOTHECARY: Normal
WIZARD: Normal

Special Rules

Tyranids may not hire any allies.

The Carnifex cannot catch or carry the ball. If, for some unknown reason, a Carnifex gains control of the ball, it immediately bursts as per the special event card "Burst Ball". If a Carnifex attempts to throw a teammate, he must first make an unmodified armor roll against him. If the armor roll fails, consider it a turnover and allow the opposing coach to roll injury for the little guy as normal (with the RSC modifier!)

Tyranid teams do not aquire star player points as other teams do. All star player points, instead of being assigned to individual team members, go into a collective pool known as the Hive Mind. Skills are aquired at a rate 12 times the normal rate.

Tyranid Star Player Point Table
SPPs Skills per player
0-60 None
61-120 1 skill
121-300 2 skills
301-600 3 skills
601-1200 4 skills
1201-1800 5 skills
1801-3000 6 skills
3000+ 7 skills