Max Rückrunde Gruppe 4b (Warhammer 40,000 9th Edition) [107 PL, 10CP, 2,000pts]
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Battalion Detachment 0CP (Tyranids) [107 PL, 2,000pts, 10CP]
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Configuration [12CP]
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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: Behemoth
Categories: Configuration, Behemoth
Abilities: Adaptive (Behemoth), Hive Fleet Adaptations, Hyper-adaptation (Behemoth), Hyper-adaptations, Hyper-aggression
Abilities Description Adaptive (Behemoth) You can re-roll charge rolls made for units from your army with this adaptation. Hive Fleet Adaptations If every unit from your army (excluding HIVE TENDRIL LIVING ARTILLEY and UNALIGNED units) is from the same hive fleet, all HIVE TENDRIL units with this ability, and all models within them, gain a Hive Fleet Adaptation. The Hive Fleet Adaptation gained is dependant upon which hive fleet they are from.
If your hive fleet does not have an associated Hive Fleet Adaptation, you must instead create a new Hive Fleet Adaptation for them, as described on pages 60-61. This allows you to customise the rules for your hive fleet to best represent their fighting style. In either case, write down all of your Detachments' Hive Fleet Adaptations on your army roster.Hyper-adaptation (Behemoth) You can swap this hive fleet's Adaptive rule for one of the Hunt Biomorphologies or Lurk Biomorphologies on page 61. Hyper-adaptations Each Hive Fleet Adaptation also has an Adaptive element to it, which can be swapped out for another rule at the start of the battle, after determining who has the first turn. There are multiple alternative rules that this Adaptive element can be swapped out for, and each hive fleet's Hyper-adaptations rule will specify which ones are available to you. Hyper-aggression Each time a unit with this adaptation fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.
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Stratagems [-2CP]
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Hive Predator [-1CP]
Selections: Extra Warlord Trait [-1CP]
Categories: Stratagems
Abilities: Hive Predator
Abilities Description Hive Predator Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times). -
Rarefied Enhancements [-1CP]
Selections: Extra Bio-artefact [-1CP]
Categories: Stratagems
Abilities: Rarefied Enhancements
Abilities Description Rarefied Enhancements Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
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No Force Org Slot [7 PL, 150pts]
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Zoanthropes [7 PL, 150pts]
Selections: Power: Psychic Scream, Power: Smite, Power: Unstoppable Onslaught, 3x Zoanthrope [150pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Psyker, Zoanthrope, Synapse, Core, No Force Org Slot, Behemoth
Abilities: Psybrood Coterie, Shadow in the Warp (Aura), Synapse (Aura), Warp Blast, Warp Field (Zoanthropes), Psychic Power: Psychic Scream, Smite, Unstoppable Onslaught, Psyker: Zoanthropes, Unit: Zoanthrope
Abilities Description Psybrood Coterie If your army is Battle-forged, then for each Detachment that includes any <HIVE FLEET> NEUROTHROPE units, one <HIVE FLEET> ZOANTHROPE unit can be included in that Detachment without taking up a Battlefield Role slot. Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Warp Blast Each time this unit attempts to manifest Smite or a Witchfire psychic power, add 1 to the Psychic test for each model in this unit. Each time this unit manifests the Smite psychic power, add 1 to the number of mortal wounds suffered by the enemy unit for each model in this unit (to a maximum of +3 mortal wounds). Warp Field (Zoanthropes) Models in this unit have a 4+ invulnerable save. Psychic Power Warp Charge Range Details Psychic Scream 5 18" Witchfire: Select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power. 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. Unstoppable Onslaught 7 Synaptic Link Blessing: Select one friendly BEHEMOTH unit within Synaptic Link range of this PSYKER. Until the start of your next turn, each time a model in that unit makes a melee attack, add 1 to that attack's wound roll. Psyker Cast Deny Powers Known Other Zoanthropes 1 1 Smite + 1 Hive Mind - Unit M WS BS S T W A Ld Save Zoanthrope 6" 5+ 3+ 5 5 4 2 9 5+
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HQ [16 PL, 305pts]
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Neurothrope [5 PL, 100pts]
Selections: Power: Catalyst, Power: Paroxysm, Power: Smite, Power: Unstoppable Onslaught, Warlord, Warlord Trait: Synaptic Tendrils
Categories: Faction: Tyranids, Faction: <Hive Fleet>, Fly, Psyker, Infantry, Character, Synapse, Horned Chitin, HQ, Warlord, Behemoth
Abilities: Neurothrope, Shadow in the Warp (Aura), Spirit Leech, Synapse (Aura), Synaptic Tendrils, Warp Field (Neurothrope), Warp Siphon, Psychic Power: Catalyst, Paroxysm, Smite, Unstoppable Onslaught, Psyker: Neurothrope, Unit: Neurothrope
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Relic: Resonance Barb
Selections: Power: Onslaught
Abilities: Resonance Barb, Psychic Power: Onslaught
Abilities Description Neurothrope Add 1 to Psychic tests taken for this model. Resonance Barb PSYKER model only.
• Add 1 to Psychic tests taken for the bearer.
• The bearer knows one additional psychic power from the Hive Mind discipline (pg 69).Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Spirit Leech In your Psychic phase, each time an enemy unit within 18" of this model suffers a mortal wound, select one friendly <HIVE FLEET> NEUROTHROPE or <HIVE FLEET> ZOANTHROPE model within 12" of this model. That model regains 1 lost wound (to a maximum of 3 regained wounds per phase). Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Synaptic Tendrils In your Command phase, if this WARLORD has one of the following abilities, it can use that ability one additional time that phase: Alpha Warrior, Bio-impulses, Brood Progenitor, Vicious Insight, Warp Siphon, Will of the Hive Mind. Warp Field (Neurothrope) This model has a 3+ invulneravle save. Warp Siphon In your Command phase, select one friendly <HIVE FLEET> PSYKER unit within Synaptic Link range (pg 87) of this model that has not already been selected for this ability this turn. Until the start of your next Command phase, each time a Psychic test is taken for that unit, roll one additional D6 and discard one of the dice. Psychic Power Warp Charge Range Details Catalyst 6 Synaptic Link Blessing: Select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
• Each time a model in that unit (excluding TITANIC models) would lose a wound, roll one D6: on a 5+, that wound is not lost.
• Each time a TITANIC model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.Onslaught 6 Synaptic Link Blessing: Select one friendly <HiVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:
• Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
• Models in that unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
• That unit is eligible to declare a charge in a turn in which it Advanced.Paroxysm 7 Synaptic Link or 18" Malediction: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
• That unit cannot fire Overwatch or Set to Defend.
• Each time a model in that unit makes a melee attack, subtract 1 from that attack's wound roll.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. Unstoppable Onslaught 7 Synaptic Link Blessing: Select one friendly BEHEMOTH unit within Synaptic Link range of this PSYKER. Until the start of your next turn, each time a model in that unit makes a melee attack, add 1 to that attack's wound roll. Psyker Cast Deny Powers Known Other Neurothrope 2 1 Smite + 2 Hive Mind - Unit M WS BS S T W A Ld Save Neurothrope 6" 5+ 3+ 5 5 6 2 10 5+ -
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Winged Hive Tyrant [11 PL, 205pts]
Selections: Adrenal Glands [15pts], Lash Whip and Monstrous Bonesword, Power: Paroxysm, Power: Psychic Scream, Power: Smite, Prehensile Pincer Tail, Relic: The Maw-claws of Thyrax, Tyrant Talons, Warlord Trait: Adaptive Biology
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Character, Monster, Psyker, Hive Tyrant, Synapse, Horned Chitin, Fly, HQ, Adrenal Glands, Lash Whip
Abilities: Adaptive Biology, Adrenal Glands, Death from Above, Death Throes (6"/D3), Lash Whip, Prehensile Pincer Tail, Psychic Barrier, Shadow in the Warp (Aura), Synapse (Aura), The Maw-claws of Thyrax, Will of the Hive Mind, Psychic Power: Paroxysm, Psychic Scream, Smite, Psyker: Winged Hive Tyrant, Unit: Winged Hive Tyrant [1] (7+), Winged Hive Tyrant [2] (4-6), Winged Hive Tyrant [3] (1-3), Weapon: Monstrous Bonesword, Tyrant Talons
Abilities Description Adaptive Biology Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost. Adrenal Glands The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. Death from Above During deployment, you can set up this model high in the skies instead of setting it up on the battlefield. If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models, and, until the end of the turn, you can re-roll charge rolls made for this model. Death Throes (6"/D3) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Lash Whip The bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1. Prehensile Pincer Tail Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll. Psychic Barrier This model has a 4+ invulnerable save. Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. The Maw-claws of Thyrax • Add 1 to the bearer's Attacks characteristic.
• Each time the bearer makes a melee attack, you can re-roll the wound roll.
• Each time the bearer destroys an enemy unit as the result of a melee attack, until the end of the battle, add 1 to the bearer's Attacks characteristic (to a maximum of +3).Will of the Hive Mind In your Command phase, select one friendly <HIVE FLEET> CORE unit within Synaptic Link range (pg 87) of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1. Psychic Power Warp Charge Range Details Paroxysm 7 Synaptic Link or 18" Malediction: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:
• That unit cannot fire Overwatch or Set to Defend.
• Each time a model in that unit makes a melee attack, subtract 1 from that attack's wound roll.Psychic Scream 5 18" Witchfire: Select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power. 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. Psyker Cast Deny Powers Known Other Winged Hive Tyrant 2 1 Smite + 2 Hive Mind - Unit M WS BS S T W A Ld Save Winged Hive Tyrant [1] (7+) 16" 2+ 2+ 7 7 12 5 10 3+ Winged Hive Tyrant [2] (4-6) 12" 3+ 3+ 7 7 N/A 5 10 3+ Winged Hive Tyrant [3] (1-3) 8" 4+ 4+ 7 7 N/A 5 10 3+ Weapon Range Type S AP D Abilities Monstrous Bonesword Melee Melee +3 -4 3 - Tyrant Talons Melee Melee User -3 1 Each time the bearer fights, it makes 2 additional attacks with this weapon.
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Troops [16 PL, 345pts]
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Gargoyles [4 PL, 80pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Endless Multitude, Troops
Abilities: Swarming Masses
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10x Gargoyle [80pts]
Selections: 10x Fleshborer
Unit: Gargoyle, Weapon: Fleshborer
Abilities Description Swarming Masses Each time this unit fights, models in this unit can fight if:
• They are within Engagement Range of any enemy units.
• They are within 2½" of any enemy units.
If, in the Fight phase, this unit is subject to any other rules that would reduce the number of models from this unit that are able to fight, then neither those rules nor the Swarming Masses rule take effect for that phase.Unit M WS BS S T W A Ld Save Gargoyle 12" 4+ 4+ 3 3 1 1 5 6+ Weapon Range Type S AP D Abilities Fleshborer 18" Assault 1 5 -1 1 - -
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Gargoyles [4 PL, 80pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Endless Multitude, Troops
Abilities: Swarming Masses
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10x Gargoyle [80pts]
Selections: 10x Fleshborer
Unit: Gargoyle, Weapon: Fleshborer
Abilities Description Swarming Masses Each time this unit fights, models in this unit can fight if:
• They are within Engagement Range of any enemy units.
• They are within 2½" of any enemy units.
If, in the Fight phase, this unit is subject to any other rules that would reduce the number of models from this unit that are able to fight, then neither those rules nor the Swarming Masses rule take effect for that phase.Unit M WS BS S T W A Ld Save Gargoyle 12" 4+ 4+ 3 3 1 1 5 6+ Weapon Range Type S AP D Abilities Fleshborer 18" Assault 1 5 -1 1 - -
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Tyranid Warriors [8 PL, 185pts]
Selections: Adrenal Glands [15pts], Toxin Sacs [10pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Synapse, Infantry, Core, Troops, Adrenal Glands, Toxin Sacs
Abilities: Adrenal Glands, Shadow in the Warp (Aura), Synapse (Aura), Toxin Sacs, Warrior Spawning
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Tyranid Warrior [25pts]
Selections: Deathspitter, Dual Boneswords
Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords
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Tyranid Warrior [25pts]
Selections: Deathspitter, Dual Boneswords
Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords
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Tyranid Warrior [25pts]
Selections: Deathspitter, Dual Boneswords
Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords
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Tyranid Warrior [25pts]
Selections: Deathspitter, Dual Boneswords
Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords
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Tyranid Warrior [30pts]
Selections: Dual Boneswords, Venom Cannon [5pts]
Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon
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Tyranid Warrior [30pts]
Selections: Dual Boneswords, Venom Cannon [5pts]
Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon
Abilities Description Adrenal Glands The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Toxin Sacs The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target. Warrior Spawning If your army is Battle-forged, then for each Detachment that includes any <HIVE FLEET> TYRANID WARRIORS units, one <HIVE FLEET> TYRANID PRIME model can be included in that Detachment without taking up a Battlefield Role slot. Unit M WS BS S T W A Ld Save Tyranid Warrior 6" 3+ 3+ 5 5 3 3 9 4+ Weapon Range Type S AP D Abilities Deathspitter 24" Assault 3 5 -2 1 - Dual Boneswords Melee Melee +2 -2 2 Each time the bearer fights, it makes 1 additional attack with this weapon. Venom Cannon 36" Assault D3 8 -3 2 Blast -
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Elites [25 PL, 470pts]
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Haruspex [11 PL, 195pts]
Selections: Adaptive Physiology: Dermic Symbiosis [2 PL, 25pts], Grasping Tongue, Ravenous Maw, Shovelling Claws
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Acid Blood, Horned Chitin, Elites
Abilities: Death Throes (6"/D3), Dermic Symbiosis, Grisly Spectacle (Aura), Rapacious Hunger, Unit: Haruspex [1] (8+), Haruspex [2] (5-7), Haruspex [3] (1-4), Weapon: Grasping Tongue, Ravenous Maw, Shovelling Claws
Abilities Description Death Throes (6"/D3) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Dermic Symbiosis This model has a 4+ invulnerable save. Grisly Spectacle (Aura) While an enemy unit is within 6" of this model, subtract 2 from the Leadership characteristic of models in that unit. Rapacious Hunger Each time an enemy model is destroyed as a result of an attack made by this model, this model regains 1 lost wound (to a maximum of 3 regained wounds per phase). Unit M WS BS S T W A Ld Save Haruspex [1] (8+) 8" 3+ 3+ 7 8 15 5 7 2+ Haruspex [2] (5-7) 7" 4+ 4+ 7 8 N/A 5 7 2+ Haruspex [3] (1-4) 5" 5+ 5+ 7 8 N/A 5 7 2+ Weapon Range Type S AP D Abilities Grasping Tongue 12" Assault 1 6 -3 3 Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Ravenous Maw Melee Melee User -1 2 Each time an attack is made with this weapon, make 3 hit rolls instead of 1. Shovelling Claws Melee Melee x2 -3 D3+3 - -
Maleceptor [9 PL, 170pts]
Selections: Massive Scything Talons, Power: Neuroparasite, Power: Psychic Scream
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Psyker, Synapse, Horned Chitin, Elites
Abilities: Death Throes (6"/D3), Encephalic Diffusion, Psychic Barrier, Psychic Overload, Shadow in the Warp (Aura), Synapse (Aura), Psychic Overload: (1) 8+ Wounds, (2) 5-7 Wounds, (3) 1-4 Wounds, Psychic Power: Neuroparasite, Psychic Scream, Psyker: Maleceptor, Unit: Maleceptor [1] (8+), Maleceptor [2] (5-7), Maleceptor [3] (1-4), Weapon: Massive Scything Talons (Strike), Massive Scything Talons (Sweep)
Abilities Description Death Throes (6"/D3) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Encephalic Diffusion This unit can attempt to perform the following psychic action:
Encephalic Diffusion (Psychic Action - Warp Charge 6): In your Psychic phase, this PSYKER can attempt to perform this psychic action. If completed, until the start of your next Psychic phase, this PSYKER gains the following ability:
Diffusion Field (Aura): While a friendly <HIVE FLEET> unit is within 6" of this PSYKER, each time a ranged attack is made against that unit, subtract 1 from the Strength characteristic of that attack.Psychic Barrier This model has a 4+ invulnerable save. Psychic Overload Each time this model successfully manifests a psychic power or completes a psychic action, if the result of the Psychic test was 7 or more, after resolving that psychic power, the closest enemy unit within 12" suffers the number of mortal wounds shown in the table below. Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Psychic Overload MWs (1) 8+ Wounds 3 (2) 5-7 Wounds 2 (3) 1-4 Wounds 1 Psychic Power Warp Charge Range Details Neuroparasite 7 Synaptic Link or 18" Witchfire: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSTKER. Roll one D6 for each model in that unit: for each roll that exceeds that model's Toughness characteristic, that model's unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). Psychic Scream 5 18" Witchfire: Select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power. Psyker Cast Deny Powers Known Other Maleceptor 2 2 Smite + 2 Hive Mind - Unit M WS BS S T W A Ld Save Maleceptor [1] (8+) 8" 3+ 3+ 7 8 15 3 10 3+ Maleceptor [2] (5-7) 7" 4+ 4+ 7 8 N/A 3 10 3+ Maleceptor [3] (1-4) 5" 5+ 5+ 7 8 N/A 3 10 3+ Weapon Range Type S AP D Abilities Massive Scything Talons (Strike) Melee Melee +3 -4 2D3 - Massive Scything Talons (Sweep) Melee Melee User -3 2 Each time an attack is made with this profile, make 2 hit rolls instead of 1. -
Venomthropes [5 PL, 105pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Sporecaster, Toxic Lashes, Feeder Tendrils, Elites
Abilities: Foul Spores (Aura), Grasping Tendrils, Toxic Miasma
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3x Venomthrope [105pts]
Selections: 3x Toxic Lashes
Unit: Venomthrope, Weapon: Toxic Lashes (Melee)
Abilities Description Foul Spores (Aura) While a friendly <HIVE FLEET> unit (excluding TITANIC units) is within 6" of this unit, each time a ranged attack is made against that friendly unit, subtract 1 from that attack's hit roll. Grasping Tendrils Once per turn, when an enemy unit (excluding MONSTER and VEHICLE units) within Engagement Range of this unit is selected to Fall Back, this unit can use this ability. If it does so, roll one D6: on a 4+, that unit cannot Fall Back and must Remain Stationary instead. Toxic Miasma At the start of the Fight phase, you can select one enemy unit within 3" of this unit. Roll one D6: on a 3+, that unit suffers 1 mortal wound and is not eligible to fight this phase until after all eligible units from your army have done so. Unit M WS BS S T W A Ld Save Venomthrope 8" 3+ 3+ 5 5 4 5 5 4+ Weapon Range Type S AP D Abilities Toxic Lashes (Melee) Melee Melee User -1 1 Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful. -
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Fast Attack [14 PL, 250pts]
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Mawloc [7 PL, 125pts]
Selections: Biostatic Rattle, Mawloc Scything Talons
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Burrower, Fast Attack
Abilities: Biostatic Rattle, Death from Below, Death Throes (6"/D3), Distensible Jaws, Serpentine Coils, Terror from the Deep, Unit: Mawloc [1] (7+), Mawloc [2] (4-6), Mawloc [3] (1-3), Weapon: Mawloc Scything Talons
Abilities Description Biostatic Rattle At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit's Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack's hit roll cannot be re-rolled and that attack's wound roll cannot be re-rolled. Death from Below During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Death Throes (6"/D3) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Distensible Jaws Each time this model is selected to Fight, select one enemy unit (excluding VEHICLE units) within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. If any models are destroyed as a result of those mortal wounds, until the end of the turn, that enemy unit counts as being below Half-strength for the purpose of Combat Attrition tests. Serpentine Coils Each time a melee attack is made against this unit, subtract 1 from that attack's hit roll. Terror from the Deep In your Command phase, if any MAWLOC models from your army are underground (see the Death from Below ability, page 86), you can select one of those models and select one point on the battlefield and place a Terror from the Deep marker on that point. If you do so, that model cannot be set up using its Death from Below ability this turn and, at the start of the Reinforcements step of your next turn's Movement phase, roll one D6 for each enemy unit within 6" of the centre of that marker, adding 1 if the unit being rolled for contains between 6 and 10 models, and adding 2 if the unit being rolled for contains 11 or more models: on a 3-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D3+3 mortal wounds. Then set the selected MAWLOC model up anywhere on the battlefield that is within 12" of the centre of that marker and not within Engagement Range of any enemy models, and remove that marker. If that MAWLOC model is set up within 9" of any enemy models, until the end of the turn, it cannot charge. Unit M WS BS S T W A Ld Save Mawloc [1] (7+) 10" 3+ 3+ 7 7 14 16 7 3+ Mawloc [2] (4-6) 8" 4+ 4+ 7 7 N/A 16 7 3+ Mawloc [3] (1-3) 6" 5+ 5+ 7 7 N/A 16 7 3+ Weapon Range Type S AP D Abilities Mawloc Scything Talons Melee Melee User -1 1 - -
Mawloc [7 PL, 125pts]
Selections: Biostatic Rattle, Mawloc Scything Talons
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Burrower, Fast Attack
Abilities: Biostatic Rattle, Death from Below, Death Throes (6"/D3), Distensible Jaws, Serpentine Coils, Terror from the Deep, Unit: Mawloc [1] (7+), Mawloc [2] (4-6), Mawloc [3] (1-3), Weapon: Mawloc Scything Talons
Abilities Description Biostatic Rattle At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit's Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack's hit roll cannot be re-rolled and that attack's wound roll cannot be re-rolled. Death from Below During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. Death Throes (6"/D3) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds. Distensible Jaws Each time this model is selected to Fight, select one enemy unit (excluding VEHICLE units) within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds. If any models are destroyed as a result of those mortal wounds, until the end of the turn, that enemy unit counts as being below Half-strength for the purpose of Combat Attrition tests. Serpentine Coils Each time a melee attack is made against this unit, subtract 1 from that attack's hit roll. Terror from the Deep In your Command phase, if any MAWLOC models from your army are underground (see the Death from Below ability, page 86), you can select one of those models and select one point on the battlefield and place a Terror from the Deep marker on that point. If you do so, that model cannot be set up using its Death from Below ability this turn and, at the start of the Reinforcements step of your next turn's Movement phase, roll one D6 for each enemy unit within 6" of the centre of that marker, adding 1 if the unit being rolled for contains between 6 and 10 models, and adding 2 if the unit being rolled for contains 11 or more models: on a 3-6, that unit suffers D3 mortal wounds; on a 7+, that unit suffers D3+3 mortal wounds. Then set the selected MAWLOC model up anywhere on the battlefield that is within 12" of the centre of that marker and not within Engagement Range of any enemy models, and remove that marker. If that MAWLOC model is set up within 9" of any enemy models, until the end of the turn, it cannot charge. Unit M WS BS S T W A Ld Save Mawloc [1] (7+) 10" 3+ 3+ 7 7 14 16 7 3+ Mawloc [2] (4-6) 8" 4+ 4+ 7 7 N/A 16 7 3+ Mawloc [3] (1-3) 6" 5+ 5+ 7 7 N/A 16 7 3+ Weapon Range Type S AP D Abilities Mawloc Scything Talons Melee Melee User -1 1 -
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Heavy Support [29 PL, 480pts]
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Carnifexes [14 PL, 220pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Carnifex, Monster, Core, Heavy Support
Abilities: Armoured Exoskeleton, Blistering Assault, Death Throes (3"/1), Monstrous Brood
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Carnifex [7 PL, 110pts]
Selections: Heavy Venom Cannon [10pts], Two Carnifex Scything Talons
Unit: Carnifex, Weapon: Carnifex Scything Talon, Heavy Venom Cannon
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Carnifex [7 PL, 110pts]
Selections: Heavy Venom Cannon [10pts], Two Carnifex Scything Talons
Unit: Carnifex, Weapon: Carnifex Scything Talon, Heavy Venom Cannon
Abilities Description Armoured Exoskeleton Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage of characteristic of an attack. Blistering Assault Each time this model fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of this model. Death Throes (3"/1) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 3" suffers 1 mortal wound. Monstrous Brood When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up within 6" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit. Unit M WS BS S T W A Ld Save Carnifex 8" 3+ 4+ 6 7 9 4 6 2+ Weapon Range Type S AP D Abilities Carnifex Scything Talon Melee Melee User -3 3 Each time the bearer fights, it makes 1 additional attack with this weapon. Heavy Venom Cannon 36" Heavy 3 9 -3 4 - -
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Screamer-Killers [15 PL, 260pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Carnifex, Core, Heavy Support
Abilities: Armoured Exoskeleton, Blistering Assault, Death Throes (3"/1), Monstrous Brood, Terrifying
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Screamer-Killer [8 PL, 135pts]
Selections: Adaptive Physiology: Synaptic Enhancement [1 PL, 10pts], Adrenal Glands [10pts], Bio-plasmic Scream, Screamer-killer Talons
Categories: Synapse, Adrenal Glands
Abilities: Adrenal Glands, Shadow in the Warp (Aura), Synapse (Aura), Synaptic Enhancement, Unit: Screamer-Killer, Weapon: Bio-plasmic Scream, Screamer-killer Talons
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Screamer-Killer [7 PL, 125pts]
Selections: Adrenal Glands [10pts], Bio-plasmic Scream, Screamer-killer Talons
Categories: Adrenal Glands
Abilities: Adrenal Glands, Unit: Screamer-Killer, Weapon: Bio-plasmic Scream, Screamer-killer Talons
Abilities Description Adrenal Glands The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer. Armoured Exoskeleton Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). This is not cumulative with any other abilities that reduce the Damage of characteristic of an attack. Blistering Assault Each time this model fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Attacks characteristic of this model. Death Throes (3"/1) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 3" suffers 1 mortal wound. Monstrous Brood When this unit is first set up on the battlefield, its models do not have to be set up in unit coherency. Instead, each model must be set up within 6" of one other model from its unit. From that point on, each model in this unit is treated as a separate unit. Shadow in the Warp (Aura) While an enemy PSYKER unit is within 18" of this unit:
• Subtract 1 from Psychic tests taken for that enemy unit.
• Each time that enemy unit suffers Perils of the Warp, it suffer 1 additional mortal wound.Synapse (Aura) While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Synaptic Enhancement This model gains the Shadow in the Warp and Synapse abilities (pg 86), and the SYNAPSE keyword. Terrifying Each time this model destroys a model in an enemy unit, until the end of the turn, subtract 1 from the Leadership characteristic of models in that enemy unit (to a maximum of -4). Unit M WS BS S T W A Ld Save Screamer-Killer 10" 3+ 4+ 6 7 9 10 6 2+ Weapon Range Type S AP D Abilities Bio-plasmic Scream 18" Assault D6 8 -4 1 Blast Screamer-killer Talons Melee Melee User -3 3 - -
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