Max Rückrunde Gruppe 4b (Warhammer 40,000 9th Edition) [107 PL, 10CP, 2,000pts]

  • Battalion Detachment 0CP (Tyranids) [107 PL, 2,000pts, 10CP]

    • Configuration [12CP]

      • 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: 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.
    • Stratagems [-2CP]

      • 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).
    • No Force Org Slot [7 PL, 150pts]

      • 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 ChargeRangeDetails
        Psychic Scream 518"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 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.
        Unstoppable Onslaught 7Synaptic LinkBlessing: 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 CastDenyPowers KnownOther
        Zoanthropes 11Smite + 1 Hive Mind-
        Unit MWSBSSTWALdSave
        Zoanthrope 6"5+3+554295+
    • HQ [16 PL, 305pts]

      • 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

        • 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 ChargeRangeDetails
        Catalyst 6Synaptic LinkBlessing: 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 6Synaptic LinkBlessing: 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 7Synaptic 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 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.
        Unstoppable Onslaught 7Synaptic LinkBlessing: 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 CastDenyPowers KnownOther
        Neurothrope 21Smite + 2 Hive Mind-
        Unit MWSBSSTWALdSave
        Neurothrope 6"5+3+5562105+
      • 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 ChargeRangeDetails
        Paroxysm 7Synaptic 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 518"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 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
        Winged Hive Tyrant 21Smite + 2 Hive Mind-
        Unit MWSBSSTWALdSave
        Winged Hive Tyrant [1] (7+) 16"2+2+77125103+
        Winged Hive Tyrant [2] (4-6) 12"3+3+77N/A5103+
        Winged Hive Tyrant [3] (1-3) 8"4+4+77N/A5103+
        Weapon RangeTypeSAPDAbilities
        Monstrous Bonesword MeleeMelee+3-43-
        Tyrant Talons MeleeMeleeUser-31Each time the bearer fights, it makes 2 additional attacks with this weapon.
    • Troops [16 PL, 345pts]

      • Gargoyles [4 PL, 80pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Endless Multitude, Troops

        Abilities: Swarming Masses

        • 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 MWSBSSTWALdSave
        Gargoyle 12"4+4+331156+
        Weapon RangeTypeSAPDAbilities
        Fleshborer 18"Assault 15-11-
      • Gargoyles [4 PL, 80pts]

        Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Core, Endless Multitude, Troops

        Abilities: Swarming Masses

        • 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 MWSBSSTWALdSave
        Gargoyle 12"4+4+331156+
        Weapon RangeTypeSAPDAbilities
        Fleshborer 18"Assault 15-11-
      • 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

        • Tyranid Warrior [25pts]

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior [25pts]

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior [25pts]

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior [25pts]

          Selections: Deathspitter, Dual Boneswords

          Unit: Tyranid Warrior, Weapon: Deathspitter, Dual Boneswords

        • Tyranid Warrior [30pts]

          Selections: Dual Boneswords, Venom Cannon [5pts]

          Unit: Tyranid Warrior, Weapon: Dual Boneswords, Venom Cannon

        • 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 MWSBSSTWALdSave
        Tyranid Warrior 6"3+3+553394+
        Weapon RangeTypeSAPDAbilities
        Deathspitter 24"Assault 35-21-
        Dual Boneswords MeleeMelee+2-22Each time the bearer fights, it makes 1 additional attack with this weapon.
        Venom Cannon 36"Assault D38-32Blast
    • Elites [25 PL, 470pts]

      • 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 MWSBSSTWALdSave
        Haruspex [1] (8+) 8"3+3+7815572+
        Haruspex [2] (5-7) 7"4+4+78N/A572+
        Haruspex [3] (1-4) 5"5+5+78N/A572+
        Weapon RangeTypeSAPDAbilities
        Grasping Tongue 12"Assault 16-33Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
        Ravenous Maw MeleeMeleeUser-12Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
        Shovelling Claws MeleeMeleex2-3D3+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 ChargeRangeDetails
        Neuroparasite 7Synaptic 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 518"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 CastDenyPowers KnownOther
        Maleceptor 22Smite + 2 Hive Mind-
        Unit MWSBSSTWALdSave
        Maleceptor [1] (8+) 8"3+3+78153103+
        Maleceptor [2] (5-7) 7"4+4+78N/A3103+
        Maleceptor [3] (1-4) 5"5+5+78N/A3103+
        Weapon RangeTypeSAPDAbilities
        Massive Scything Talons (Strike) MeleeMelee+3-42D3-
        Massive Scything Talons (Sweep) MeleeMeleeUser-32Each 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

        • 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 MWSBSSTWALdSave
        Venomthrope 8"3+3+554554+
        Weapon RangeTypeSAPDAbilities
        Toxic Lashes (Melee) MeleeMeleeUser-11Each 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.
    • Fast Attack [14 PL, 250pts]

      • 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 MWSBSSTWALdSave
        Mawloc [1] (7+) 10"3+3+77141673+
        Mawloc [2] (4-6) 8"4+4+77N/A1673+
        Mawloc [3] (1-3) 6"5+5+77N/A1673+
        Weapon RangeTypeSAPDAbilities
        Mawloc Scything Talons MeleeMeleeUser-11-
      • 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 MWSBSSTWALdSave
        Mawloc [1] (7+) 10"3+3+77141673+
        Mawloc [2] (4-6) 8"4+4+77N/A1673+
        Mawloc [3] (1-3) 6"5+5+77N/A1673+
        Weapon RangeTypeSAPDAbilities
        Mawloc Scything Talons MeleeMeleeUser-11-
    • Heavy Support [29 PL, 480pts]

      • 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

        • Carnifex [7 PL, 110pts]

          Selections: Heavy Venom Cannon [10pts], Two Carnifex Scything Talons

          Unit: Carnifex, Weapon: Carnifex Scything Talon, Heavy Venom Cannon

        • 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 MWSBSSTWALdSave
        Carnifex 8"3+4+679462+
        Weapon RangeTypeSAPDAbilities
        Carnifex Scything Talon MeleeMeleeUser-33Each time the bearer fights, it makes 1 additional attack with this weapon.
        Heavy Venom Cannon 36"Heavy 39-34-
      • 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

        • 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

        • 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 MWSBSSTWALdSave
        Screamer-Killer 10"3+4+6791062+
        Weapon RangeTypeSAPDAbilities
        Bio-plasmic Scream 18"Assault D68-41Blast
        Screamer-killer Talons MeleeMeleeUser-33-

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