Test 1 Flo (Warhammer 40,000 9th Edition) [53 PL, 6CP, 995pts]
-
Patrol Detachment 0CP (Tyranids) [53 PL, 995pts, 6CP]
-
Configuration [6CP]
-
Battle Size [6CP]
Selections: 2. Incursion (51-100 Total PL / 501-1000 Points) [6CP]
Categories: Configuration
-
Detachment Command Cost
Categories: Configuration
-
Gametype
Selections: Matched
Categories: Configuration
-
Hive Fleet
Selections: Jormungandr
Categories: Configuration, Jormungandr
Abilities: Adaptive (Jormungandr), Hive Fleet Adaptations, Hyper-adaptation (Jormungandr), Hyper-adaptations, Tunnel Networks
Abilities Description Adaptive (Jormungandr) Each time a unit with this adaptation is targeted by a weapon with the Blast rule, halve the number of models in that unit (rounding up) when determining how many attacks are made with that weapon. 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 (Jormungandr) 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. Tunnel Networks • Each time a ranged attack targets a MONSTER unit with this adaptation, if the attacker is more than 18" away, then the target is treated as having the benefits of Dense Cover against that attack (see the Warhammer 40,000 Core Book).
• Each time a ranged attack targets a unit (excluding MONSTER units) with this adaptation, if the attacker is more than 12" away, then the target is treated as having the benefits of Dense Cover against that attack.
-
-
No Force Org Slot [14 PL, 250pts]
-
Zoanthropes [14 PL, 250pts]
Selections: Power: Psychic Scream, Power: Smite, 5x Zoanthrope [250pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Fly, Infantry, Psyker, Zoanthrope, Synapse, Core, No Force Org Slot
Abilities: Psybrood Coterie, Shadow in the Warp (Aura), Synapse, Warp Blast, Warp Field (Zoanthropes), Psychic Power: Psychic Scream, Smite, 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 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. 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+
-
-
HQ [16 PL, 315pts]
-
Neurothrope [5 PL, 100pts]
Selections: Power: Neuroparasite, Power: Smite, Power: The Horror, Warlord, Warlord Trait: Synaptic Tendrils
Categories: Faction: Tyranids, Faction: <Hive Fleet>, Fly, Psyker, Infantry, Character, Synapse, Horned Chitin, HQ, Warlord
Abilities: Neurothrope, Shadow in the Warp (Aura), Spirit Leech, Synapse, Synaptic Tendrils, Warp Field (Neurothrope), Warp Siphon, Psychic Power: Neuroparasite, Smite, The Horror, Psyker: Neurothrope, Unit: Neurothrope
-
Relic: Resonance Barb
Selections: Power: Psychic Scream
Abilities: Resonance Barb, Psychic Power: Psychic Scream
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 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 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. 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. The Horror 5 Synaptic Link or 24" Malediction: Select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 24" of this PSYKER. Until the start of your next Psychic phase:
• Subtract 2 from the Leadership characteristic of models in that unit.
• Subtract 1 from Combat Attrition tests taken for that unit.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+ -
-
Tervigon [11 PL, 215pts]
Selections: Massive Scything Talons, Power: Catalyst, Power: Smite, Stinger Salvoes
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Character, Psyker, Monster, Synapse, HQ
Abilities: Brood Progenitor, Death Throes (6"/D6), Shadow in the Warp (Aura), Spawn Termagants, Synapse, Wall of Flesh, Psychic Power: Catalyst, Smite, Psyker: Tervigon, Unit: Tervigon [1] (9+), Tervigon [2] (5-8), Tervigon [3] (1-4), Weapon: Massive Scything Talons (Strike), Massive Scything Talons (Sweep), Stinger Salvoes
Abilities Description Brood Progenitor In your Command phase, select one friendly <HIVE FLEET> TERMAGANTS 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 model in that unit makes a ranged attack, add 1 to that attack's hit roll. Death Throes (6"/D6) When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D6 mortal wounds. 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.Spawn Termagants In your Command phase, you can do one of the following:
• Select one friendly <HIVE FLEET> TERMAGANTS unit within 6" of this model. Up to 2D6 destroyed models from that unit are returned to it; set those models back up on the battlefield with their full wounds remaining. When setting these models up on the battlefield, they must be set up wholly within 6" of this model and cannot be set up within Engagement Range of any enemy units, unless those units are already within Engagement Range of that TERMAGANTS unit.
• Once per battle, this model can spawn a new unit of Termagants. If it does so, set up a new friendly <HIVE FLEET> TERMAGANTS unit on the battlefield not within Engagement Range of any enemy units and wholly within 6" of this model. That TERMAGANTS unit contains 10 models, each equipped with fleshborers, and, if you are playing a game that uses a points limit, that unit does not cost any Reinforcement points.Synapse While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests. Wall of Flesh While a friendly <HIVE FLEET> TERMAGANTS unit is within 1" of this model, if that unit contains 15 or more models and is closer to any enemy models than this model, those enemy models cannot target this model with ranged attacks. 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.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 Tervigon 1 1 Smite + 1 Hive Mind - Unit M WS BS S T W A Ld Save Tervigon [1] (9+) 8" 3+ 3+ 7 8 17 4 10 2+ Tervigon [2] (5-8) 7" 4+ 4+ 7 8 N/A 4 10 2+ Tervigon [3] (1-4) 6" 5+ 5+ 7 8 N/A 4 10 2+ 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. Stinger Salvoes 24" Assault 8 5 -1 1 -
-
-
Troops [8 PL, 140pts]
-
Termagants [8 PL, 140pts]
Selections: Fleshborer, 20x Termagant [140pts]
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Infantry, Core, Endless Multitude, Troops
Abilities: Swarming Masses, Unit: Termagant, 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 Termagant 6" 4+ 4+ 3 3 1 1 5 5+ Weapon Range Type S AP D Abilities Fleshborer 18" Assault 1 5 -1 1 -
-
-
Elites [15 PL, 290pts]
-
Maleceptor [10 PL, 185pts]
Selections: Adaptive Physiology: Hardened Biology [1 PL, 15pts], Massive Scything Talons, Power: Neuroparasite, Power: Psychic Scream, Power: Smite
Categories: Faction: Hive Tendril, Faction: Tyranids, Faction: <Hive Fleet>, Monster, Psyker, Synapse, Horned Chitin, Elites
Abilities: Death Throes (6"/D3), Encephalic Diffusion, Hardened Biology, Psychic Barrier, Psychic Overload, Shadow in the Warp (Aura), Synapse, Psychic Overload: (1) 8+ Wounds, (2) 5-7 Wounds, (3) 1-4 Wounds, Psychic Power: Neuroparasite, Psychic Scream, Smite, 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.Hardened Biology Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw made against 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 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. 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 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
-
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. -
-
-
Created with BattleScribe