<Snipped quote by Nerdy Reference>
Aim Low.
That killed me...
I have a question. Due to my low troop amount, may I also make another two 'hero' units like Black Alice did with their sheet? They probably won't be flesh out to much since I plan to make one a new born Synapse creature and the other into a Monstrous creature. I'd like to be able to keep the misses to the creating Tyranids while have the other two out on the field.
Drok'Rah
Age:
2 Earth Weeks
Race:
Tyranid
Gender:
It's Psychic voice sounds Masculine
Affiliation:
Tyranid Swarm Ragnarok
Alignment:
Chaotic Neutral
Background:
One of the First synapse creature made by the Dominatrix. Spawned above his Warrior brothers as a Prime to directly lead the forces so the Dominatrix could focus on creating the Hive. Born with the usual Warrior Prime traits and due to it's increased intelligence and Synapse creature it had also became sentient. While still extremely loyal to the Swarm, Rah has the power to make individual decisions and thoughts. Able to help the Dominatrix make decisions with eyes in battle and making quick changes in orders if it is needed even communicate with other species through psychic thoughts. One of the first of his kind. It's battle prowess is noticeably greater than other Warrior broods due to it's intelligence and natural increased strength.
Skills:
Prime - Tyranid Warrior Primes serves as a powerful synapse creature for Tyranid swarms and is a potent commander of Tyranid attacks. The Tyranids' leadership caste is difficult for commanders to identify, and there is often the mistaken assumption that the larger a Tyranid creature is, the more important it is to the swarm. This is especially true for Tyranid Warrior Primes, an evolution of the standard Tyranid Warrior genus that has an elevated intelligence and a stronger synapse range.
Synapse - With the Lose of the Hive Mind Drok'Rah can now be a node and producer of it's Own and Drok'ez goals using it's cortex to allow long range communication with troops.
Abilities:
Chitin - A series of carapace plates that exude a sticky resin-like substance which quickly harden and create additional self-healing layers of ablative armor that offers the Tyranid greater protection against incoming attacks
Venom Cannon - The Venom Cannon fires salvos of crystals formed of highly corrosive poison[2] and then coated in a metallic, venomous reside. They are launched with an electrostatic charge at tremendous velocities. A target, if not killed outright by the impact, will be shredded by the hailing shards of shattered crystal, or by the corrosive poison from the shattered crystals. They are also effective against vehicle armour, shattering within the bulkheads of a tank and killing the crew.
Scything Talons - These long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes.
Tyranid Regeneration - Used to repair the most destructive battle damage, including delicate tissues and bodily organs at an astonishing rate. Often scars are left, most notably in the head and neck which would be fatal to most other species.
Venom Cannon - The Venom Cannon fires salvos of crystals formed of highly corrosive poison[2] and then coated in a metallic, venomous reside. They are launched with an electrostatic charge at tremendous velocities. A target, if not killed outright by the impact, will be shredded by the hailing shards of shattered crystal, or by the corrosive poison from the shattered crystals. They are also effective against vehicle armour, shattering within the bulkheads of a tank and killing the crew.
Scything Talons - These long, razor-edged claws resembling fused talons made of Chitin and serrated bone-like substances. Each talon is powered by whipcord muscles to stab, slash, and eviscerate victims with lightning-fast swipes.
Tyranid Regeneration - Used to repair the most destructive battle damage, including delicate tissues and bodily organs at an astonishing rate. Often scars are left, most notably in the head and neck which would be fatal to most other species.
Protagonist Points: N/a
Threat Rating: N/a