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Warhammer Fortress Team TAN

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Description

After seeing some Warhammer 40K TF2 mixes, I was all inspired to make a team for the Great Devourer xD.

Meet Team TAN: Tyranid Assault Network

Extremely rough sketches and you can tell were I started and were I was getting tired lol

They may be equipped with their entire loadout, but they can only use one bioweapon at a time. Anyhow, lets get onto the descriptions for each class xD

OFFENCE:

SOLDIER: Theres nothing that a Solider Nid can't do. All rounded at taking down any biomass with it's trusty Maggetcannon, the Soldier will surely give any opponent a headache as explosive maggets are launched in their general direction.

Bioweapon Loadout:

Maggetcannon: Can hold and fire 4 rounds of highly explosive maggets. Can also maggetjump by firing a magget at its feet while jumping at the same time.

Shotgaun: Standard shotgun like bioweapon that deals more damage the closer the target is. Fires scattering mini borer beetles.

Boneshovel: The soldiers close combat bioweapon. Usually crawling with magget larva that somehow escaped their ammo sack.

SCOUT: One hyperactive Genestealer that can never stand still. Scuttering around the battlefield in random senseless patterns, it loves nothing more then to keep track of the skulls it has batted in with its bonebat.

Bioweapon Loadout:

Scatterseeder: A deadly bioweapon when fired in close quarters. It fires a deadly loadout of razor sharp seeds that can leave its target in a world of pain.

Fleshborer: Standard bioweapon pistol firing deadly borer beetles.

Bonebat: The Scouts close combat bioweapon, can you say BONK, with spikes?

PLAZMO: A nid who loves its Bioplasma. Nothing makes this nid more happy then the smell of burning biomass in the air. Oddly loves to rock and roll. This nid has shown some slight mutability recently and can be seen with different combinations of bioweapon loadouts.

Bioweapon Loadout:

Plazspitter: Fires a short ranged continuous burst of Bioplasma. Can also fire a concentrated blast of air.

Shotgaun: Standard shotgun like bioweapon that deals more damage the closer the target is. Fires scattering mini borer beetles.

Boneaxe: It rocks the world with its close combat biomorph. Has quite a long reach.

Bonus Bioweapons:

Flankplazer: The Bioplazma reaches critical mass when fired behind a biomass target. It cannot launch a compressed air blast, but this biomorph gives its host a wound boost.

Bioflare: Can launch a small ball of Bioplazma from long ranges that lights flesh ablaze when hit. Takes a bit to recharge though.

Biostinguisher: Deals less close combat damage then the Boneaxe, but deals critical hits to targets lit ablaze by Bioplasma.

DEFENCE

HEAVY BIOWEAPONS NID: A big bad Carnifex thats tough to crack and can lay down hellfire with its heavy bioweapon loadout. Always appears quite happy as it taunts any form of biomass in its path.

Bioweapon Loadout:

Devourercannon: Slow to rev up, but when in full swing, this monstrosity spews devourer larva at insane rates, ripping apart anything thats caught in the line of fire. The Heavy Weapons Nid is very affectionate of this bioweapon, giving it a name and frequently having conversations with it.

Shotgaun: Standard shotgun like bioweapon that deals more damage the closer the target is. Fires scattering mini borer beetles.

Crushing Claw: The strongest close combat biomorph in the TAN forces. Best to stay out of close combat range with this massive beast.

BIOENGINEER: This nids back is covered in egg sacks, that can hatch into various organisms to help the TAN swarm. Once it has devoured enough biomass, it can fully develop an egg and lay it onto the ground to hatch into one of 4 lifeforms.

Bioweapon Loadout:

Fleshborer: Standard bioweapon pistol firing deadly borer beetles.

Shotgaun: Standard shotgun like bioweapon that deals more damage the closer the target is. Fires scattering mini borer beetles.

Bonewrench Noy only is this a close combat biomorph, it is used to feed the Bioengineers offspring biomass so they may evolve and regenerate damage.

Bioengineer Offspring:

Sentry: They Bioengineer may hatch one sentry to watch over an area. When fed enough biomass, it evolves into stronger forms. The hatching fires borerbeetles at a quick rate. Then it may grow to level 2, were it drops the borer beetles for a twin linked devourer. At level 3, it gains a small magget launcher, which fires 4 magget lava at once.

Dispenser: When hatched, this creature can help fellow swarmates regenerate wounds and generate biomass for its Bioengineer and swarmates.

Deapstrike Entrance and Exit: These organisms psychically connect to each other when both have been hatched. When both are in sync, swarmates just have to stand on the Entrance to be Deapstriked to the Exit. They take some time to regenerate psychic energy for the next Deapstrike.

DEMONID: This nid loves its highly explosive biomorph symbiotes way too much. It even blew half its face off when it mishandled some of its explosive bioammo. The said wound never regenerated, leaving half its skull quite visible.

Bioweapon Loadout:

Nymphaid Spitter: This bioweapon launches volatile nymphaids that bounce around a few times, till they come in proximity of enemy biomass or just explode due to their unstableness.

Stickymite Launcher: This bioweapon fires stickymites that cling to most surfaces. They explode when given a pherimonal signal from their Demonid.

Toxinsack: The close combat bioweapon that Demonid pummels enemy biomass with. It loves to drink in the toxins, enjoying the drunken effects.

SUPPORT:

MEDIC: This nid keeps all of its swarmates healthy, which is extremely unusual nid behavior. These TAN nids were bioengineered to work as a team though. Its a rare case but with the Team Warhammer battles requiring teamwork, the Great Devourer had to think more conservative for once. This nid has shown some slight mutability recently and can be seen with different combinations of bioweapon loadouts.

Bioweapon Loadout:

Spinespewer: A more high powered version of the Spninefist, it can fire a stream of spines at higher efficiency.

Regenigun: This bioweapon emits pheromones that increase the regeneration rate of the target swarmate. It also draws back some energy which charges the Warpfield generator. When full, the Medic can create a Warpfield on itself and its swarmate for 10 seconds.

Bonesaw: This close combat biomorph seems to have a rather deadly critical hit rate.

Bonus Bioweapons:

Leechlauncer: Fires forth tiny barbed leeches that drain energy from the target they hit, transferring it back to the Medic for some slight regeneration. These leeches do not land critical hits at all.

Adrenamp: Instead of Warpfield, this bioweapon maximizes the adrenal levels of its targeted swarmate, allowing them to land critical hits 100% of the time for 10 seconds. This adrenalrush charges faster then the Warpfield.

Warpsaw: Harder to swing, but it will leech a hefty chunk of energy from the stricken target biomass, which goes to powering up the Warpfield or the Adrenalrush bioweapons.

SPY: A special breed of Lictor bioengineered to be the ultimate covert assassin. It attacks from the shadows and can even psychically trick its pray into thinking its on the same side as them. If it strikes from behind, expect a swift instant death.

Bioweapon Loadout:

Revolvorer: A high powered fleshborer variant were its fleshborer beetles can hit with even higher impact.

Electroleech: The Spy can spawn electroleechs which it can place on key electrical objects. The leech then feeds upon the power supply of the targeted device, disabling it completely while the leech itself begins to swell to a dangerously unstable size. When critical mass is reached, the leech violently explodes, destroying itself and the equipment it was feeding upon.

Backsythes: The spy can take quick jabs with its backsythes, but if they land on a targets spinal column, the violent toxins in the scythes tips will quickly travel to the brain, causing instant death.

Special Spy Abilities

Psychic Trickery: The Spy can emit a psychic frequency that will fool any enemy biomass into thinking the Spy is one of their own team. The Spy cannot attack when emitting this signal due to its taxing nature, but it can still place Electroleeches. Stopping the signal allows the spy to behave normally again.

Camouflage: The Spy can camouflage perfectly to any environment in a flash. While hidden, the Spy cannot attack or place Electroleeches. The amount of energy to execute this ability is taxing, so the spy can only stay hidden for short periods of time.

SNIPER: Another nid specializing in assassination. This nid loves to find nice places to hide, with a wide line of visibility. There it waits till pray wanders by, ready to drive a spike into their cranial biomass.

Bioweapon Loadout:

Spikeriffle: A bioweapon with an enhanced sensory apparatus. It can fire barbed spikes at high speeds. The longer the riffle charges with enhanced senses in use, the more deadly the spike is fired. If the spike hits cranial biomass, the target suffers instant death.

Spinefist: Fires a random spray of spines at the targeted biomass.

Boneblade: A close combat bioweapon with long reach.
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Olly3's avatar
these look eeeeeerrrrrrr.......... good