Tyras Jens (Warhammer 40,000 9th Edition) [107 PL, 9CP, 2,000pts]
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Battalion Detachment 0CP (Tyranids) [107 PL, 9CP, 2,000pts]
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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 [28 PL, -1CP, 550pts]
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Hive Tyrant [11 PL, -1CP, 215pts]
Selections: 2x Monstrous Scything Talons [20pts], Adrenal Glands [5pts], Power: Aggressive Surge, Power: Smite, Power: Synaptic Barrier, Prehensile Pincer Tail, Relic: Biomorphic Carapace, Stratagem: Alpha Leader-Beast [-1CP], Toxin Sacs [5pts], Warlord, Warlord Trait: Strategic Adaptation, Warlord Trait: Swarm Leader, Wings [2 PL, 30pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Monster, Psyker, Hive Tyrant, Synapse, Warlord, Fly, Leviathan
Abilities: Adrenal Glands, Alpha Leader-Beast, Biomorphic Carapace, Death Throes, Psychic Barrier, Shadow in the Warp, Strategic Adaptation, Swarm Leader, Swooping Assault, Synapse, The Will of the Hive Mind, Toxin Sacs, Psychic Power: Aggressive Surge, Smite, Synaptic Barrier, 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: Monstrous Scything Talons, Prehensile Pincer Tail
Abilities Description Ref Adrenal Glands If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges. Codex: Tyranids p113 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 Biomorphic Carapace Each time an attack is made against the bearer, subtract 1 from that attack's wound roll. War Zone Octarius, Book 1: Rising Tide p89 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 Psychic Barrier A model with this ability has a 4+ invulnerable save. Codex: Tyranids p85 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 Strategic Adaptation After both players have deployed their armies, but before the first battle round begins, select up to two LEVIATHAN units from your army that are in your deployment zone and redeploy them (you cannot select this WARLORD). If the mission uses the Strategic Reserves rules (see the Warhammer 40,000 Core Book), any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first. War Zone Octarius, Book 1: Rising Tide p88 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 The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12". Codex: Tyranids p85 Toxin Sacs Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. Codex: Tyranids p113 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 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 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 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 Monstrous Scything Talons Melee Melee User -3 3 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights. 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 -
Neurothrope [5 PL, 95pts]
Selections: Claws and Teeth, Power: Onslaught, Power: Smite, Relic: Adaptive Neural Lobe
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, HQ, Psyker, Infantry, Character, Synapse, Zoanthrope, Leviathan
Abilities: Adaptive Neural Lobe, Shadow in the Warp, Spirit Leech, Synapse, Warp Field, Warp Siphon, Psychic Power: Onslaught, Smite, Psyker: Neurothrope, Unit: Neurothrope, Weapon: Claws and Teeth
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 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 Spirit Leech Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6". Codex: Tyranids p87 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 Warp Field Models in this unit have a 3+ invulnerable save. Codex: Tyranids p87 Warp Siphon You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model. Codex: Tyranids p87 Psychic Power Warp Charge Range Details Ref Onslaught 6 18" Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back). 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 Neurothrope 2 1 Smite + 1 Hive Mind - Unit M WS BS S T W A Ld Save Ref Neurothrope 5" 4+ 3+ 4 4 5 1 9 5+ Codex: Tyranids p87 Weapon Range Type S AP D Abilities Ref Claws and Teeth Melee Melee User 0 1 - Codex: Tyranids p111 -
The Swarmlord [12 PL, 240pts]
Selections: Bone Sabres, Power: Catalyst, Power: Paroxysm, Power: Smite, 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: Catalyst, Paroxysm, Smite, 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 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 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 [19 PL, 250pts]
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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 [9 PL, 118pts]
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
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Tyranid Warrior [26pts]
Selections: Boneswords [3pts], Deathspitter [6pts]
Unit: Tyranid Warrior, Weapon: Boneswords, Deathspitter
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Tyranid Warrior [26pts]
Selections: Boneswords [3pts], Deathspitter [6pts]
Unit: Tyranid Warrior, Weapon: Boneswords, Deathspitter
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 Boneswords Melee Melee User -2 1 A model armed with boneswords can make 1 additional attack with them in the Fight phase. Codex: Tyranids p111 Deathspitter 24" Assault 3 5 -1 1 - Codex: Tyranids p112 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 [14 PL, 300pts]
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Hive Guard [14 PL, 300pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry
Abilities: Instinctive Behaviour
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6x Hive Guard (Impaler) [300pts]
Selections: 6x Impaler Cannon [60pts]
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 [6 PL, 120pts]
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Raveners [6 PL, 120pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Infantry, Ravener
Abilities: Death from Below, Instinctive Behaviour
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, Scything Talons
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Ravener [20pts]
Selections: Deathspitter, 2x Scything Talons
Unit: Ravener, Weapon: Deathspitter, 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 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 [32 PL, 625pts]
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Exocrine [8 PL, 155pts]
Selections: Bio-plasmic Cannon, Powerful Limbs
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Monster
Abilities: Death Throes, Instinctive Behaviour, Symbiotic Targeting, Weapon Beast, Stat Damage - WS, BS & A: Exocrine (1), Exocrine (2), Exocrine (3), Unit: Exocrine, Weapon: Bio-plasmic Cannon, Powerful Limbs
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 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 Symbiotic Targeting If this model did not move in its Movement phase, you can add 1 to its hit rolls in the following Shooting phase. If you do so, it cannot charge in the same turn. Codex: Tyranids p100 Weapon Beast If this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase. Codex: Tyranids p100 Stat Damage - WS, BS & A Remaining W WS BS Attacks Ref Exocrine (1) 7-12+ 4+ 4+ 3 Exocrine (2) 4-6 4+ 5+ D3 Exocrine (3) 1-3 5+ 5+ 1 Unit M WS BS S T W A Ld Save Ref Exocrine 6" * * 7 8 12 * 6 3+ Codex: Tyranids p100 Weapon Range Type S AP D Abilities Ref Bio-plasmic Cannon 36" Heavy 6 7 -3 2 - Codex: Tyranids p112 Powerful Limbs Melee Melee User -1 2 - Codex: Tyranids p111 -
Scythed Hierodule [12 PL, 235pts]
Selections: Bio-acid Spray, 2x Hierodule Scything Talons
Categories: Faction: Tyranids, Faction: <Hive Fleet>, Monster, Heavy Support
Abilities: Death Throes (Hierodule), Instinctive Behaviour, Unit: Scythed Hierodule (a) (10+ wounds), Scythed Hierodule (b) (5-9 wounds), Scythed Hierodule (c) (1-4 wounds), Weapon: Bio-acid Spray, 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 Scythed Hierodule (a) (10+ wounds) 12" 3+ 3+ 8 8 18 6 8 3+ Imperial Armour: Compendium p221 Scythed Hierodule (b) (5-9 wounds) 9" 4+ 4+ 8 8 N/A 6 8 3+ Imperial Armour: Compendium p221 Scythed Hierodule (c) (1-4 wounds) 6" 5+ 5+ 8 8 N/A 6 8 3+ Imperial Armour: Compendium p221 Weapon Range Type S AP D Abilities Ref Bio-acid Spray 18" Heavy 3D6 6 -2 1 Each time an attack is made with this weapon, that attack automatically hits its target. 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 -
Scythed Hierodule [12 PL, 235pts]
Selections: Bio-acid Spray, 2x Hierodule Scything Talons
Categories: Faction: Tyranids, Faction: <Hive Fleet>, Monster, Heavy Support
Abilities: Death Throes (Hierodule), Instinctive Behaviour, Unit: Scythed Hierodule (a) (10+ wounds), Scythed Hierodule (b) (5-9 wounds), Scythed Hierodule (c) (1-4 wounds), Weapon: Bio-acid Spray, 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 Scythed Hierodule (a) (10+ wounds) 12" 3+ 3+ 8 8 18 6 8 3+ Imperial Armour: Compendium p221 Scythed Hierodule (b) (5-9 wounds) 9" 4+ 4+ 8 8 N/A 6 8 3+ Imperial Armour: Compendium p221 Scythed Hierodule (c) (1-4 wounds) 6" 5+ 5+ 8 8 N/A 6 8 3+ Imperial Armour: Compendium p221 Weapon Range Type S AP D Abilities Ref Bio-acid Spray 18" Heavy 3D6 6 -2 1 Each time an attack is made with this weapon, that attack automatically hits its target. 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, 155pts]
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Harpy [8 PL, 155pts]
Selections: 2x Stranglethorn Cannon, Scything Wings, Stinger Salvo
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, Monster, Flyer
Abilities: Death Throes, Instinctive Behaviour, Sonic Screech, Spore Mine Cysts, Stat Damage - M, WS & BS: Harpy (1), Harpy (2), Harpy (3), Unit: Harpy, Weapon: Scything Wings, Stinger Salvo, Stranglethorn Cannon
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 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 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 Weapon Range Type S AP D Abilities Ref 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 Stranglethorn Cannon 36" Assault D6 7 -1 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Blast Codex: Tyranids p113
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