Alles ist da Hinrunde Max 4b (Warhammer 40,000 9th Edition) [116 PL, 1,999pts, 9CP]

  • Battalion Detachment 0CP (Tyranids) [116 PL, 1,999pts, 9CP]

    • Configuration [12CP]

      • [Reference] Discipline: Hive Mind

        Categories: Configuration

        Psychic Power: 1. Dominion, 2. Catalyst, 3. The Horror, 4. Onslaught, 5. Paroxysm, 6. Psychic Scream, Leviathan: Hive Nexus (Hive Fleet)


        Psychic Power Warp ChargeRangeDetails
        1. Dominion 536"Select a friendly TYRANIDS unit within 36" of the psyker that has the Instinctive Behaviours ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.
        2. Catalyst 618"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.
        3. The Horror 624"Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
        4. Onslaught 618"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).
        5. Paroxysm 518"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.
        6. Psychic Scream 518"The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
        Leviathan: Hive Nexus (Hive Fleet) 6-Blessing: Until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18", instead of 12".
      • [Reference] Extensions of the Hive Mind

        Categories: Configuration

        Rules: Extensions of the Hive Mind

        Abilities: Extensions of the Hive Mind


        Abilities Description
        Extensions of the Hive Mind If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
      • Battle Size [12CP]

        Selections: 3. Strike Force (101-200 Total PL / 1001-2000 Points) [12CP]

        Categories: Configuration

      • Detachment Command Cost

        Categories: Configuration

      • Hive Fleet

        Selections: Leviathan

        Categories: Configuration, Leviathan

        Abilities: Hive Fleet Adaptations, Synaptic Imperative


        Abilities Description
        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.
        Synaptic Imperative Roll a D6 each time a unit with this adaptation loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.
    • Stratagems [-2CP]

      • Bounty of the Hive Fleet [-1CP]

        Selections: 1 Extra Bio-artefact [-1CP]

        Categories: Stratagems

        Abilities: Bounty of the Hive Fleet


        Abilities Description
        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.
      • Progeny of the Hive [-1CP]

        Categories: Stratagems

        Abilities: Stratagem: Progeny of the Hive


        Abilities Description
        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.
    • HQ [34 PL, 610pts, -1CP]

      • Hive Tyrant [12 PL, 220pts]

        Selections: 2x Monstrous Scything Talons [20pts], Power: Psychic Scream, Power: Smite, Power: The Horror, Prehensile Pincer Tail, Relic: Resonance Barb, Synaptic Link: Malicious Direction [1 PL, 15pts], Wings [2 PL, 30pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Character, Monster, Psyker, Hive Tyrant, Synapse, Fly

        Abilities: Death Throes, Malicious Direction (Synaptic Link), Psychic Barrier, Resonance Barb, Shadow in the Warp, Swooping Assault, Synapse, The Will of the Hive Mind, Psychic Power: Psychic Scream, Smite, The Horror, 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

        • Adaptive Physiology

          Selections: Murderous Size

          Abilities: Murderous Size


        Abilities Description
        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.
        Malicious Direction (Synaptic Link) Each time a model in this unit makes a pile-in move, it can move up to an additional 3" (to a maximum of 6").
        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.
        Psychic Barrier A model with this ability has a 4+ invulnerable save.
        Resonance Barb PSYKER model only.
        • The bearer can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional power in your opponent's Psychic phase.
        • Add 1 to Psychic tests taken for the bearer.
        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.
        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.
        Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
        The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12".
        Psychic Power Warp ChargeRangeDetails
        Psychic Scream 518"The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
        Smite 518"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.
        The Horror 624"Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
        Psyker CastDenyPowers KnownOther
        Hive Tyrant 21Smite + 2 Hive Mind-
        Stat Damage - M, WS & BS Remaining WMovementWSBS
        Hive Tyrant with Wings (1) 7-12+16"2+3+
        Hive Tyrant with Wings (2) 4-612"3+3+
        Hive Tyrant with Wings (3) 1-38"4+4+
        Unit MWSBSSTWALdSave
        Hive Tyrant ***67124103+
        Weapon RangeTypeSAPDAbilities
        Monstrous Scything Talons MeleeMeleeUser-33You 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.
        Prehensile Pincer Tail MeleeMeleeUser0D3Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
      • Malanthrope [8 PL, 150pts, -1CP]

        Selections: Grasping Tail, Relic: Adaptive Neural Lobe, Stratagem: Alpha Leader-Beast [-1CP], Warlord, Warlord Trait: Strategic Adaptation, Warlord Trait: Swarm Leader

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Monster, Character, Fly, Synapse, Warlord, Leviathan

        Abilities: Adaptive Neural Lobe, Alpha Leader-Beast, Enhanced Toxic Miasma, Prey Adaption, Shadow in the Warp, Shrouding Spores (Aura), Strategic Adaptation, Swarm Leader, Synapse, Unit: Malanthrope, Weapon: Grasping Tail


        Abilities Description
        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.
        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.
        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.
        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.'
        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.
        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.
        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.
        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.
        Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
        Unit MWSBSSTWALdSave
        Malanthrope 5"4+4+459495+
        Weapon RangeTypeSAPDAbilities
        Grasping Tail MeleeMelee+1-12Each time an attack is made with this weapon, you can re-roll the wound roll.
      • The Swarmlord [14 PL, 240pts]

        Selections: Bone Sabres, Power: Onslaught, Power: Paroxysm, 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: Onslaught, Paroxysm, 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
        Blade Parry Add 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons.
        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.
        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.
        Psychic Barrier A model with this ability has a 4+ invulnerable save.
        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.
        Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
        The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12".
        Psychic Power Warp ChargeRangeDetails
        Onslaught 618"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).
        Paroxysm 518"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.
        Psyker CastDenyPowers KnownOther
        The Swarmlord 22Smite + 2 Hive Mind-
        Stat Damage - M, S & A Remaining WMovementStrengthAttacks
        The Swarmlord (1) 7-12+9"86
        The Swarmlord (2) 4-67"75
        The Swarmlord (3) 1-35"64
        Unit MWSBSSTWALdSave
        The Swarmlord *2+3+*712*103+
        Weapon RangeTypeSAPDAbilities
        Bone Sabres MeleeMeleeUser-33Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
        Prehensile Pincer Tail MeleeMeleeUser0D3Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
    • Troops [54 PL, 774pts]

      • Genestealers [16 PL, 208pts]

        Selections: 4x Acid Maw, 16x Scything Talons

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly, Weapon: Acid Maw, Scything Talons

        • 16x Genestealer [208pts]

          Selections: 16x Rending Claws

          Unit: Genestealer, Weapon: Rending Claws


        Abilities Description
        Flurry of Claws Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
        Infestation If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed.
        Lightning Reflexes Models in this unit have a 5+ invulnerable save.
        Swift and Deadly Models in this unit can charge even if they Advanced during its turn.
        Unit MWSBSSTWALdSave
        Genestealer 8"3+4+441395+
        Weapon RangeTypeSAPDAbilities
        Acid Maw MeleeMeleeUser-31-
        Rending Claws MeleeMeleeUser-11Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
        Scything Talons MeleeMeleeUser01You 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.
      • Genestealers [16 PL, 208pts]

        Selections: 4x Acid Maw, 16x Scything Talons

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly, Weapon: Acid Maw, Scything Talons

        • 16x Genestealer [208pts]

          Selections: 16x Rending Claws

          Unit: Genestealer, Weapon: Rending Claws


        Abilities Description
        Flurry of Claws Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
        Infestation If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed.
        Lightning Reflexes Models in this unit have a 5+ invulnerable save.
        Swift and Deadly Models in this unit can charge even if they Advanced during its turn.
        Unit MWSBSSTWALdSave
        Genestealer 8"3+4+441395+
        Weapon RangeTypeSAPDAbilities
        Acid Maw MeleeMeleeUser-31-
        Rending Claws MeleeMeleeUser-11Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
        Scything Talons MeleeMeleeUser01You 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.
      • Ripper Swarms [4 PL, 48pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Swarm

        Abilities: Burrowers, Instinctive Behaviour

        • 4x Ripper Swarm [48pts]

          Selections: 4x Claws and Teeth

          Unit: Ripper Swarm, Weapon: Claws and Teeth


        Abilities Description
        Burrowers During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.
        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.
        Unit MWSBSSTWALdSave
        Ripper Swarm 6"5+5+333446+
        Weapon RangeTypeSAPDAbilities
        Claws and Teeth MeleeMeleeUser01-
      • Ripper Swarms [4 PL, 48pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Swarm

        Abilities: Burrowers, Instinctive Behaviour

        • 4x Ripper Swarm [48pts]

          Selections: 4x Claws and Teeth

          Unit: Ripper Swarm, Weapon: Claws and Teeth


        Abilities Description
        Burrowers During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.
        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.
        Unit MWSBSSTWALdSave
        Ripper Swarm 6"5+5+333446+
        Weapon RangeTypeSAPDAbilities
        Claws and Teeth MeleeMeleeUser01-
      • Termagants [9 PL, 196pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Troops

        Abilities: Hail of Living Ammunition, Instinctive Behaviour

        • 28x Termagant (Devourer) [196pts]

          Selections: 28x Devourer [56pts]

          Unit: Termagant, Weapon: Devourer


        Abilities Description
        Hail of Living Ammunition If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
        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.
        Unit MWSBSSTWALdSave
        Termagant 6"4+4+331156+
        Weapon RangeTypeSAPDAbilities
        Devourer 18"Assault 3401-
      • 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

        • Tyranid Warrior [17pts]

          Selections: 2x Scything Talons

          Unit: Tyranid Warrior, Weapon: Scything Talons

        • Tyranid Warrior [17pts]

          Selections: 2x Scything Talons

          Unit: Tyranid Warrior, Weapon: Scything Talons

        • Tyranid Warrior [17pts]

          Selections: 2x Scything Talons

          Unit: Tyranid Warrior, Weapon: Scything Talons


        Abilities Description
        Bioweapon Bond (Synaptic Link) Each time an attack is made by a model in this unit, add 1 to that attack's hit roll.
        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.
        Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
        Unit MWSBSSTWALdSave
        Tyranid Warrior 6"3+4+443394+
        Weapon RangeTypeSAPDAbilities
        Scything Talons MeleeMeleeUser01You 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.
    • Elites [22 PL, 485pts]

      • Hive Guard [12 PL, 300pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry

        Abilities: Instinctive Behaviour

        • 6x Hive Guard (Impaler) [300pts]

          Selections: 6x Impaler Cannon [60pts]

          Unit: Hive Guard, Weapon: Impaler Cannon


        Abilities Description
        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.
        Unit MWSBSSTWALdSave
        Hive Guard 5"4+3+453274+
        Weapon RangeTypeSAPDAbilities
        Impaler Cannon 36"Heavy 28-2D3This 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.
      • Maleceptor [10 PL, 185pts]

        Selections: Massive Scything Talons, Power: Catalyst, Power: Smite, Synaptic Link: Focal Essence [1 PL, 15pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Monster, Psyker, Synapse

        Abilities: Focal Essence (Synaptic Link), Psychic Barrier, Psychic Overload, Shadow in the Warp, Synapse, Psychic Power: Catalyst, Smite, Psyker: Maleceptor, Stat Damage - WS, S & PO: Maleceptor (1), Maleceptor (2), Maleceptor (3), Unit: Maleceptor, Weapon: Massive Scything Talons


        Abilities Description
        Focal Essence (Synaptic Link) Each time a model in this unit makes an attack:
        • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
        • You can re-roll the damage roll.
        Psychic Barrier A model with this ability has a 4+ invulnerable save.
        Psychic Overload Instead of manifesting any psychic powers in your Psychic phase, a Maleceptor can unleash brain-bursting psychic tendrils. If it does so, roll a dice for each enemy unit within 6", to a maximum number of units shown in the damage table. On a 2+ the Maleceptor deals 1 mortal wound to that unit, but on a 6 it deals 3 mortal wounds to that unit instead.
        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.
        Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
        Psychic Power Warp ChargeRangeDetails
        Catalyst 618"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.
        Smite 518"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.
        Psyker CastDenyPowers KnownOther
        Maleceptor 22Smite + 1 Hive MindWhenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.
        Stat Damage - WS, S & PO Remaining WWSSPsychic Overload
        Maleceptor (1) 7-12+4+76 Units
        Maleceptor (2) 4-65+63 Units
        Maleceptor (3) 1-36+5D3 Units
        Unit MWSBSSTWALdSave
        Maleceptor 7"*4+*712393+
        Weapon RangeTypeSAPDAbilities
        Massive Scything Talons MeleeMeleeUser-3D6You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
    • Fast Attack [6 PL, 130pts]

      • Gargoyles [3 PL, 70pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Fly, Infantry

        Abilities: Hail of Living Ammunition, Instinctive Behaviour, Swooping Assault

        • 10x Gargoyle [70pts]

          Selections: 10x Blinding Venom, 10x Fleshborer

          Unit: Gargoyle, Weapon: Blinding Venom, Fleshborer


        Abilities Description
        Hail of Living Ammunition If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
        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.
        Swooping Assault During deployment you can set this unit up clinging to an airborne Harridan instead of placing them on the battlefield. At the end of any of your Movement phases this unit can swoop down from above - set them up anywhere that is more than 9" away from any enemy models.
        Unit MWSBSSTWALdSave
        Gargoyle 12"4+4+331156+
        Weapon RangeTypeSAPDAbilities
        Blinding Venom MeleeMelee301If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
        Fleshborer 12"Assault 1401-
      • Raveners [3 PL, 60pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Infantry, Ravener

        Abilities: Death from Below, Instinctive Behaviour

        • Ravener [20pts]

          Selections: 2x Scything Talons

          Unit: Ravener, Weapon: Scything Talons

        • Ravener [20pts]

          Selections: 2x Scything Talons

          Unit: Ravener, Weapon: Scything Talons

        • Ravener [20pts]

          Selections: 2x Scything Talons

          Unit: Ravener, Weapon: Scything Talons


        Abilities Description
        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.
        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.
        Unit MWSBSSTWALdSave
        Ravener 12"3+4+443455+
        Weapon RangeTypeSAPDAbilities
        Scything Talons MeleeMeleeUser01You 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.

Selection Rules

Extensions of the Hive Mind: If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.


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