Snakebite - Cyberwyvern

From: Peter Ramos <primarch_at_...>
Date: Mon, 31 May 2004 17:15:35 -0400

Hi!

These are rules for snakebite cyberwyverns that come in two types:

Painboyz cyberwyvern

Move: 25 cm
Saving throw: special (4+)
CAF: +3
Weapons: Bouncing squig bomb (special), Bolters (15cm range, 1 attack
dice, 6+ to hit, zero armor modifier)
Skimmer

Runtherd cyberwvern

Move: 25 cm
Saving throw: special (4+)
CAF: +2
Weapons: Autocannon (50cm range, 2 attack dice, 5+ to hit, -1 armor
modifier)
Skimmer

Weapons have a 180 front arc.

Armor save applies from ground attacks. Shots from fliers or other
skimmer give the cyberwyvern no save.

Bouncing squig bomb: each model may shot one bomb per turn. Roll the
scatter dice and 2d6. If you roll a "hit" on the scatter die then the
bomb burst and resolve damage. If an arrow results, move the amount
specified on the 2d6 and roll again to a maximum of three times. Use the
small squig catapult template. Models hit must make an unmodified save
with a +1 bonus (models with no save save on a 6+). It does not affect
orks. One damage is resolves roll a d6. On a roll of 6 they go into a
feeding frenzy and immediately move 2d6 in a random direction and attack
again.

3 cyberwyvern models cost 150 points. Break point 2, VP's 2. Independent
unit.

Peter
Received on Mon May 31 2004 - 21:15:35 UTC

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