Kevwing Tyraniden HR (Warhammer 40,000 9th Edition) [106 PL, 9CP, 1,998pts]
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Battalion Detachment 0CP (Tyranids) [106 PL, 9CP, 1,998pts]
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Configuration [12CP]
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Army of Renown - Crusher Stampede
Categories: Configuration
Abilities: Benefits, Hulking Behemoths, Restrictions, Shielded by the Hive Mind
Abilities Description Ref Benefits • All units from your army gain the CRUSHER STAMPEDE keyword.
• Units from your army without the MONSTER keyword gain the Shielded by the Hive Mind ability.
• MONSTER units from your army gain the Hulking Behemoths ability.
• You have access to the Crusher Stampede Warlord Traits (pg 99) and Stratagems (pg 100).
• CRUSHER STAMPEDE PSYKERS can generate their powers from the Mass Convergence discipline (pg 101).White Dwarf 471 p99 Hulking Behemoths • This unit can never gain a Hive Fleet Adaptation.
• Models in this unit have a 5+ invulnerable save.
• Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
• Models in this unit count as a number of models equal to their remaining Wounds for the purpose of determining the control of objective markers.White Dwarf 471 p99 Restrictions • Your army cannot include any SWARM units and cannot contain any models with a Wounds charactersitic of 2 or less.
• For each unit from your army that does not have the MONSTER keyword, your army must include at least one MONSTER unit.
• All units from your army must have the TYRANIDS keyword and be drawn from the same <HIVE FLEET>.White Dwarf 471 p99 Shielded by the Hive Mind • This unit can never gain a Hive Fleet Adaptation.
• Models in this unit have a 5+ invulnerable save.White Dwarf 471 p99 -
Battle Size [12CP]
Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]
Categories: Configuration
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Detachment Command Cost
Categories: Configuration
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Hive Fleet
Selections: Leviathan
Categories: Configuration, Leviathan
Abilities: Hive Fleet Adaptations
Abilities Description Ref Hive Fleet Adaptations If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table. Codex: Tyranids p116
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Stratagems [-2CP]
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Bounty of the Hive Fleet [-1CP]
Selections: 1 Extra Bio-artefact [-1CP]
Categories: Stratagems
Abilities: Bounty of the Hive Fleet
Abilities Description Ref Bounty of the Hive Fleet Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle. Codex: Tyranids p118 -
Progeny of the Hive [-1CP]
Categories: Stratagems
Abilities: Stratagem: Progeny of the Hive
Abilities Description Ref Stratagem: Progeny of the Hive Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle. War Zone Octarius, Book 1: Rising Tide p102
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HQ [33 PL, -1CP, 615pts]
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Hive Tyrant [11 PL, -1CP, 225pts]
Selections: Monstrous Boneswords [20pts], Power: Catalyst, Power: Paroxysm, Power: Smite, Prehensile Pincer Tail, Relic: Synaptic Hive Blades, Stratagem: Alpha Leader-Beast [-1CP], Two Devourers with Brainleech Worms [20pts], Warlord, Warlord Trait: Rampaging Beast, Warlord Trait: Swarm Leader, Wings [2 PL, 30pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Monster, Psyker, Hive Tyrant, Synapse, Fly, Leviathan, Warlord
Abilities: Alpha Leader-Beast, Death Throes, Psychic Barrier, Rampaging Beast, Shadow in the Warp, Swarm Leader, Swooping Assault, Synapse, Synaptic Hive Blades, The Will of the Hive Mind, Psychic Power: Catalyst, Paroxysm, Smite, Psyker: Hive Tyrant, Stat Damage - M, WS & BS: Hive Tyrant with Wings (1), Hive Tyrant with Wings (2), Hive Tyrant with Wings (3), Unit: Hive Tyrant, Weapon: Devourer with Brainleech Worms, Monstrous Boneswords, Prehensile Pincer Tail
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Adaptive Physiology
Selections: Murderous Size
Abilities: Murderous Size
Abilities Description Ref Alpha Leader-Beast Use this Stratagem before the battle, when mustering your army, after nominating a LEVIATHAN CHARACTER that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Leviathan Warlord Traits table (pg 88). Each Warlord Trait in your army must be unique (if randomly generated, re-roll any duplicates). You can only use this Stratagem once. War Zone Octarius, Book 1: Rising Tide p90 Death Throes If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Codex: Tyranids Murderous Size Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1. War Zone Octarius, Book 1: Rising Tide p103 Psychic Barrier A model with this ability has a 4+ invulnerable save. Codex: Tyranids p85 Rampaging Beast One per turn, when this WARLORD is selected to Fight, it can use this Warlord Trait. If it does so, until the end of the phase, add D3 to this WARLORD'S Attacks characteristic. White Dwarf 471 p99 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Swarm Leader In your Command phase, select one friendly LEVIATHAN INFANTRY, LEVIATHAN BEAST or LEVIATHAN SWARM unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll. War Zone Octarius, Book 1: Rising Tide p88 Swooping Assault During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it on the battlefield. At the end of any of your Movement phases it can swoop down - set it up anywhere that is more than 9" away from any enemy models. Codex: Tyranids p85 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Synaptic Hive Blades Model with boneswords or monstrous boneswords only. Each time the bearer makes a melee attack with their boneswords or monstrous boneswords, invulnerable saving throws cannot be made against that attack. War Zone Octarius, Book 1: Rising Tide p89 The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12". Codex: Tyranids p85 Psychic Power Warp Charge Range Details Ref Catalyst 6 18" Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. Codex: Tyranids p121 Paroxysm 5 18" Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. Codex: Tyranids p121 Smite 5 18" The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Warhammer 40,000 Core Book p178 Psyker Cast Deny Powers Known Other Ref Hive Tyrant 2 1 Smite + 2 Hive Mind - Stat Damage - M, WS & BS Remaining W Movement WS BS Ref Hive Tyrant with Wings (1) 7-12+ 16" 2+ 3+ Hive Tyrant with Wings (2) 4-6 12" 3+ 3+ Hive Tyrant with Wings (3) 1-3 8" 4+ 4+ Unit M WS BS S T W A Ld Save Ref Hive Tyrant * * * 6 7 12 4 10 3+ Codex: Tyranids p85 Weapon Range Type S AP D Abilities Ref Devourer with Brainleech Worms 18" Assault 6 6 0 1 - Codex: Tyranids p112 Monstrous Boneswords Melee Melee User -2 3 A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Codex: Tyranids p111 Prehensile Pincer Tail Melee Melee User 0 D3 Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. Codex: Tyranids p111 -
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Malanthrope [8 PL, 150pts]
Selections: Grasping Tail, Relic: Adaptive Neural Lobe
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Monster, Character, Fly, Synapse, Leviathan
Abilities: Adaptive Neural Lobe, Enhanced Toxic Miasma, Prey Adaption, Shadow in the Warp, Shrouding Spores (Aura), Synapse, Unit: Malanthrope, Weapon: Grasping Tail
Abilities Description Ref Adaptive Neural Lobe While the bearer is on the battlefield, each time your opponent spends a Command Point to use a Stratagem, you can roll one D6; on a 5+, you gain 1 Command Point. War Zone Octarius, Book 1: Rising Tide p89 Enhanced Toxic Miasma At the end of the Fight phase, roll one D6 for each enemy unit within Engagemnet Range of this model; on a 4+, that unit suffers D3 mortal wounds. Imperial Armour: Compendium p217 Prey Adaption If an enemy model is destroyed within 3" of this model, then at the end of that phase, this model gains the following ability until the end of the battle: 'Prey Adaption (Aura): While a friendly <HIVE FLEET> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.' Imperial Armour: Compendium p217 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Shrouding Spores (Aura) While a friendly <HIVE FLEET> unit that is not TITANIC is within 6" of this model, each time a ranged attack is made against that unit, subtract 1 from that attack's hit roll. Imperial Armour: Compendium p217 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Malanthrope 5" 4+ 4+ 4 5 9 4 9 5+ Imperial Armour: Compendium p217 Weapon Range Type S AP D Abilities Ref Grasping Tail Melee Melee +1 -1 2 Each time an attack is made with this weapon, you can re-roll the wound roll. Imperial Armour: Compendium p217 -
The Swarmlord [14 PL, 240pts]
Selections: Bone Sabres, Power: Aggressive Surge, Power: Synaptic Barrier, Prehensile Pincer Tail
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Monster, Psyker, Hive Tyrant, Synapse
Abilities: Blade Parry, Death Throes, Hive Commander, Psychic Barrier, Shadow in the Warp, Synapse, The Will of the Hive Mind, Psychic Power: Aggressive Surge, Synaptic Barrier, Psyker: The Swarmlord, Stat Damage - M, S & A: The Swarmlord (1), The Swarmlord (2), The Swarmlord (3), Unit: The Swarmlord, Weapon: Bone Sabres, Prehensile Pincer Tail
Abilities Description Ref Blade Parry Add 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons. Codex: Tyranids p86 Death Throes If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Codex: Tyranids Hive Commander In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting. Codex: Tyranids p86 Psychic Barrier A model with this ability has a 4+ invulnerable save. Codex: Tyranids p86 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12". Codex: Tyranids p86 Psychic Power Warp Charge Range Details Ref Aggressive Surge 6 18" Blessing: Select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, add D3 to the Attacks characteristic of that model. White Dwarf 471 p101 Synaptic Barrier 6 18" Blessing: Select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, that model has a 4+ invulnerable save. White Dwarf 471 p101 Psyker Cast Deny Powers Known Other Ref The Swarmlord 2 2 Smite + 2 Hive Mind - Stat Damage - M, S & A Remaining W Movement Strength Attacks Ref The Swarmlord (1) 7-12+ 9" 8 6 The Swarmlord (2) 4-6 7" 7 5 The Swarmlord (3) 1-3 5" 6 4 Unit M WS BS S T W A Ld Save Ref The Swarmlord * 2+ 3+ * 7 12 * 10 3+ Codex: Tyranids p86 Weapon Range Type S AP D Abilities Ref Bone Sabres Melee Melee User -3 3 Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Codex: Tyranids p111 Prehensile Pincer Tail Melee Melee User 0 D3 Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. Codex: Tyranids p111
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Troops [15 PL, 198pts]
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Tyranid Warriors [5 PL, 66pts]
Selections: Synaptic Link: Bioweapon Bond [1 PL, 15pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Synapse, Infantry
Abilities: Bioweapon Bond (Synaptic Link), Shadow in the Warp, Synapse
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
Abilities Description Ref Bioweapon Bond (Synaptic Link) Each time an attack is made by a model in this unit, add 1 to that attack's hit roll. War Zone Octarius, Book 1: Rising Tide p94 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111 -
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Tyranid Warriors [5 PL, 66pts]
Selections: Synaptic Link: Bioweapon Bond [1 PL, 15pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Synapse, Infantry
Abilities: Bioweapon Bond (Synaptic Link), Shadow in the Warp, Synapse
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
Abilities Description Ref Bioweapon Bond (Synaptic Link) Each time an attack is made by a model in this unit, add 1 to that attack's hit roll. War Zone Octarius, Book 1: Rising Tide p94 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111 -
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Tyranid Warriors [5 PL, 66pts]
Selections: Synaptic Link: Bioweapon Bond [1 PL, 15pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Synapse, Infantry
Abilities: Bioweapon Bond (Synaptic Link), Shadow in the Warp, Synapse
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
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Tyranid Warrior [17pts]
Selections: 2x Scything Talons
Unit: Tyranid Warrior, Weapon: Scything Talons
Abilities Description Ref Bioweapon Bond (Synaptic Link) Each time an attack is made by a model in this unit, add 1 to that attack's hit roll. War Zone Octarius, Book 1: Rising Tide p94 Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111 -
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Elites [21 PL, 405pts]
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Haruspex [9 PL, 155pts]
Selections: Grasping Tongue, Ravenous Maw, Shovelling Claws
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Monster
Abilities: Acid Blood, Frenzied Death Throes, Instinctive Behaviour, Rapacious Hunger, Stat Damage - WS, BS & S: Haruspex (1), Haruspex (2), Haruspex (3), Unit: Haruspex, Weapon: Grasping Tongue, Ravenous Maw, Shovelling Claws
Abilities Description Ref Acid Blood Each time this model loses a wound in the Fight phase, roll a D6; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved. Codex: Tyranids p96 Frenzied Death Throes If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds. Codex: Tyranids p96 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Rapacious Hunger Each time a Haruspex slays an enemy model with its ravenous maw, it can immediately make one extra attack with its shovelling claws. In addition, at the end of the Fight phase in which a Haruspex slew any enemy models with it s ravenous maw, it regains 1 wound lost earlier in the battle. Codex: Tyranids p96 Stat Damage - WS, BS & S Remaining W WS BS Strength Ref Haruspex (1) 7-13+ 4+ 4+ 7 Haruspex (2) 4-6 4+ 5+ 6 Haruspex (3) 1-3 5+ 5+ 5 Unit M WS BS S T W A Ld Save Ref Haruspex 7" * * * 8 13 4 6 3+ Codex: Tyranids p96 Weapon Range Type S AP D Abilities Ref Grasping Tongue 12" Assault 1 6 -3 D3 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound. Codex: Tyranids p112 Ravenous Maw Melee Melee User -1 D3 Make D3 hit rolls for each attack made with this weapon, instead of 1. Codex: Tyranids p111 Shovelling Claws Melee Melee x2 -3 D6 - Codex: Tyranids p111 -
Hive Guard [12 PL, 250pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry
Abilities: Instinctive Behaviour
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5x Hive Guard (Impaler) [250pts]
Selections: 5x Impaler Cannon [50pts]
Unit: Hive Guard, Weapon: Impaler Cannon
Abilities Description Ref Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Hive Guard 5" 4+ 3+ 4 5 3 2 7 4+ Codex: Tyranids p92 Weapon Range Type S AP D Abilities Ref Impaler Cannon 36" Heavy 2 8 -2 D3 This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Codex: Tyranids p112 -
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Fast Attack [15 PL, 340pts]
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Dimachaeron [12 PL, 280pts]
Selections: Massive Scything Sickle-talons, Scything Tail
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Monster
Abilities: Death Throes (Dimachaeron), Digestion Spine, Instinctive Behaviour, Leaper-killer, Thorax Spine-maw, Unit: Dimachaeron (a) (10+ wounds), Dimachaeron (b) (5-9 wounds), Dimachaeron (c) (1-4 wounds), Weapon: Massive Scything Sickle-talons, Scything Tail
Abilities Description Ref Death Throes (Dimachaeron) When this model is destroyed, roll one D6 before removing it from play. On a 6 it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Imperial Armour: Compendium p219 Digestion Spine If any enemy models are destroyed as a result of this model's Thorax Spine-maw ability, at the end of the turn this model gains the following ability until the end of the battle: 'Regenerative Physiology: Each time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.' Imperial Armour: Compendium p219 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Leaper-killer This model has a 5+ invulnerable save. In addition, each time this model makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, it can move vertically and horizontally through models and terrain features (it cannot finish a move on top of another model, or its base). Imperial Armour: Compendium p219 Thorax Spine-maw After this model has made close combat attacks, before it consolidates, select one enemy model within Engagement Range (excluding AIRCRAFT). That model's player rolls one D6 and adds their model's Strength characteristic. If the result is equal to or less than this model's Strength characteristic, that model's unit suffers D6 mortal wounds. Imperial Armour: Compendium p219 Unit M WS BS S T W A Ld Save Ref Dimachaeron (a) (10+ wounds) 12" 3+ 3+ 7 7 18 6 8 3+ Imperial Armour: Compendium p219 Dimachaeron (b) (5-9 wounds) 9" 4+ 4+ 7 7 N/A 6 8 3+ Imperial Armour: Compendium p219 Dimachaeron (c) (1-4 wounds) 6" 5+ 5+ 7 7 N/A 6 8 3+ Imperial Armour: Compendium p219 Weapon Range Type S AP D Abilities Ref Massive Scything Sickle-talons Melee Melee +1 -3 D3+3 Each time an attack is made with this weapon, you can re-roll the hit roll. Imperial Armour: Compendium p219 Scything Tail Melee Melee User -3 2 Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon. Imperial Armour: Compendium p219 -
Raveners [3 PL, 60pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Infantry, Ravener
Abilities: Death from Below, Instinctive Behaviour
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Ravener [20pts]
Selections: Deathspitter, Rending Claws, Scything Talons
Unit: Ravener, Weapon: Deathspitter, Rending Claws, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, Rending Claws, Scything Talons
Unit: Ravener, Weapon: Deathspitter, Rending Claws, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, Rending Claws, Scything Talons
Unit: Ravener, Weapon: Deathspitter, Rending Claws, Scything Talons
Abilities Description Ref Death from Below During deployment, you can set up this unit underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Codex: Tyranids p98 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Ravener 12" 3+ 4+ 4 4 3 4 5 5+ Codex: Tyranids p98 Weapon Range Type S AP D Abilities Ref Deathspitter 24" Assault 3 5 -1 1 - Codex: Tyranids p112 Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Codex: Tyranids p111 Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111 -
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Heavy Support [14 PL, 275pts]
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Barbed Hierodule [14 PL, 275pts]
Selections: 2x Bio-cannon, Hierodule Scything Talons
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Monster, Heavy Support
Abilities: Death Throes (Hierodule), Instinctive Behaviour, Unit: Barbed Hierodule (a) (10+ wounds), Barbed Hierodule (b) (5-9 wounds), Barbed Hierodule (c) (1-4 wounds), Weapon: Bio-cannon, Hierodule Scything Talons
Abilities Description Ref Death Throes (Hierodule) When this model is destroyed, roll one D6 before removing it from play. On a 6 it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds. Imperial Armour: Compendium p221 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Barbed Hierodule (a) (10+ wounds) 8" 3+ 3+ 8 8 18 4 8 2+ Imperial Armour: Compendium p221 Barbed Hierodule (b) (5-9 wounds) 6" 4+ 4+ 8 8 N/A 4 8 2+ Imperial Armour: Compendium p221 Barbed Hierodule (c) (1-4 wounds) 4" 5+ 5+ 8 8 N/A 4 8 2+ Imperial Armour: Compendium p221 Weapon Range Type S AP D Abilities Ref Bio-cannon 48" Heavy 6 8 -2 2 - Imperial Armour: Compendium p221 Hierodule Scything Talons Melee Melee +2 -3 D3+3 Each time an attack is made with this wepaon, re-roll a hit roll of 1. Imperial Armour: Compendium p221
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Flyer [8 PL, 165pts]
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Harpy [8 PL, 165pts]
Selections: 2x Heavy Venom Cannon [10pts], Scything Wings, Show Spore Mine Rules, Stinger Salvo
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, Monster, Flyer
Abilities: Death Throes, Floating Death (Spore Mine), Instinctive Behaviour, Living Bombs (Spore Mine), Sonic Screech, Spore Mine Cysts, Stat Damage - M, WS & BS: Harpy (1), Harpy (2), Harpy (3), Unit: Harpy, Spore Mine, Weapon: Heavy Venom Cannon, Scything Wings, Stinger Salvo
Abilities Description Ref Death Throes If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Codex: Tyranids Floating Death (Spore Mine) A Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Spore Mine is then destroyed. Codex: Tyranids p99 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Living Bombs (Spore Mine) This unit automatically passes Morale tests. Furthermore, this unit is discounted for the purposes of any victory conditions - their destruction never awards any victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched game, the creation of these units by another unit (eg. from a Sporocyst's Spore Node ability) is free, and the unit's points cost does not come out of your pool of reinforcement points. This unit cannot perform actions. In addition, if this unit is
included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.Codex: Tyranids p99 Sonic Screech When a Harpy successfully charges, until the end of the turn enemy units within 1" cannot be chosen to Fight until all other eligible units have done so. Codex: Tyranids p109 Spore Mine Cysts A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Spore Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine misses its target, set up a single <HIVE FLEET> Spore Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine (pg 99) that is part of your army, but it cannot move or charge during the turn it was set up. Codex: Tyranids p109 Stat Damage - M, WS & BS Remaining W Movement WS BS Ref Harpy (1) 7-12+ 30" 4+ 4+ Harpy (2) 4-6 20" 4+ 5+ Harpy (3) 1-3 10" 5+ 5+ Unit M WS BS S T W A Ld Save Ref Harpy * * * 6 6 12 3 9 4+ Codex: Tyranids p109 Spore Mine 3" - - 1 1 1 1 10 7+ Codex: Tyranids p99 Weapon Range Type S AP D Abilities Ref Heavy Venom Cannon 36" Assault D3 9 -2 3 Blast Codex: Tyranids p112 Scything Wings Melee Melee User -2 D3 You can re-roll hit rolls of 1 when attacking with this weapon. Codex: Tyranids p111 Stinger Salvo 24" Assault 4 5 -1 1 - Codex: Tyranids p113
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