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Difference between revisions of "Narvhal"

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m (phrasing of statement gave incorrect result, corrected by phrasing it better and placing the conventional propulsion methods after the approaching statement.)
m (removed my own error.)
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Tyranids do not travel via [[Warp jump]]s, such as the [[Imperium]] does, and so instead rely on their Narvhal ships. Through the use of monofilament spines clustered along a Narvhal's bow which can interpret a wide range of sensory input and even a broad spectrum of gravimetric signals, a Narvhal can detect the presence of a planetary [[system]] at an incredible distance away. It can then somehow harness the system's gravity to create a corridor of compressed-space through which Tyranid vessels can travel towards the system at a swift rate. Whilst slower than proper warp travel, this method is infinitely more reliable.{{Fn|1}}
 
Tyranids do not travel via [[Warp jump]]s, such as the [[Imperium]] does, and so instead rely on their Narvhal ships. Through the use of monofilament spines clustered along a Narvhal's bow which can interpret a wide range of sensory input and even a broad spectrum of gravimetric signals, a Narvhal can detect the presence of a planetary [[system]] at an incredible distance away. It can then somehow harness the system's gravity to create a corridor of compressed-space through which Tyranid vessels can travel towards the system at a swift rate. Whilst slower than proper warp travel, this method is infinitely more reliable.{{Fn|1}}
  
However, strong gravitational forces cause interference with a Narvhal's delicate senses. And so on final approach to a system, a Tyranid fleet can no longer use a Narvhal's ability but must resort to slower conventional propulsion. This will often slow their arrival by years or even decades.{{Fn|1}}While within system boarders, they cannot use a Narvhal's abilities without risking the biomass they seek to consume so they must resort to conventional propulsion methods.
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However, strong gravitational forces cause interference with a Narvhal's delicate senses. And so on final approach to a system, a Tyranid fleet can no longer use a Narvhal's ability but must resort to slower conventional propulsion. This will often slow their arrival by years or even decades.{{Fn|1}}While within system boarders, they must resort to conventional propulsion methods.
  
 
Disastrous side effects are caused by this method of manipulating a system's gravity. The ensnared planets will often experience earthquakes, solar flares, tidal waves or other natural disasters in the period between a Narvhal harnessing the system's gravity and the Tyranid fleet actually arriving. For the Tyranids this is of course another weapon as the defenders will be busy and disorganised dealing with their own planet turning against them.{{Fn|1}}
 
Disastrous side effects are caused by this method of manipulating a system's gravity. The ensnared planets will often experience earthquakes, solar flares, tidal waves or other natural disasters in the period between a Narvhal harnessing the system's gravity and the Tyranid fleet actually arriving. For the Tyranids this is of course another weapon as the defenders will be busy and disorganised dealing with their own planet turning against them.{{Fn|1}}

Revision as of 14:25, 24 August 2017

A Narvhal is a Tyranid Bio-ship that fulfills the essential role of allowing all the vessels of a Tyranid Hive Fleet to travel faster than light. This ability makes up for a Narvhal ship being small, innocuous, and having almost no weaponry or armour.[1]

Tyranids do not travel via Warp jumps, such as the Imperium does, and so instead rely on their Narvhal ships. Through the use of monofilament spines clustered along a Narvhal's bow which can interpret a wide range of sensory input and even a broad spectrum of gravimetric signals, a Narvhal can detect the presence of a planetary system at an incredible distance away. It can then somehow harness the system's gravity to create a corridor of compressed-space through which Tyranid vessels can travel towards the system at a swift rate. Whilst slower than proper warp travel, this method is infinitely more reliable.[1]

However, strong gravitational forces cause interference with a Narvhal's delicate senses. And so on final approach to a system, a Tyranid fleet can no longer use a Narvhal's ability but must resort to slower conventional propulsion. This will often slow their arrival by years or even decades.[1]While within system boarders, they must resort to conventional propulsion methods.

Disastrous side effects are caused by this method of manipulating a system's gravity. The ensnared planets will often experience earthquakes, solar flares, tidal waves or other natural disasters in the period between a Narvhal harnessing the system's gravity and the Tyranid fleet actually arriving. For the Tyranids this is of course another weapon as the defenders will be busy and disorganised dealing with their own planet turning against them.[1]

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Tyranid Bio-Ships
Battleship-Class Hive Ship (Bio-TentaclesBio-AcidAcid Infestation)
Battlecruiser-Class Devourer (InfestationCorrosive TentaclesCorrosive ClutchBio-Tentacles)
Cruiser-Class Razorfiend (Corrosive ProjectileCorrosive InfestationBio-ProjectileBio-InfestationBio-CorrosiveBio-AcidBio-Acid Projectile) • Dark ProwlerVoid Fiend
Light Cruiser-Class Void Prowler (Corrosive StranglerCorrosive ProjectileCorrosive ClutchBio-StranglerBio-ProjectileBio-ClutchBio-AcidAcid)
Frigate-Class Kraken (StranglerCorrosiveClutchBio-ProjectileDeathburnerDoomripperHellblasterRamsmiterSmeltfeaster)
Destroyer-Class Vanguard Drone Ship (StranglerCorrosive) • Escort Drone (Bio-PlasmaCausticStalker DroneWar Drone)
Attack Craft-Class Ether-Swimming BroodHarpyHive CroneBoarding Worm
Other Mind SlayerNarvhalRebirth VesselTyrannocyteMucolid Spore