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John Mclachlan

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Tyranid 1750 Conquest (Warhammer 40,000 9th Edition) [90 PL, 9CP, 1,750pts]

  • Battalion Detachment 0CP (Tyranids) [73 PL, 11CP, 1,435pts]
    • Configuration [12CP]
      • Battle Size [12CP]

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

        Categories: Configuration

      • Detachment CP

        Categories: Configuration

      • Hive Fleet

        Selections: Kraken

        Categories: Configuration

        Abilities: Hive Fleet Adaptations, Questing Tendrils


        AbilitiesDescriptionRef
        Hive Fleet AdaptationsIf your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table.Codex: Tyranids p116
        Questing TendrilsWhen a unit with this adaptation Advances, roll three dice and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.Codex: Tyranids p117
    • Stratagems [-1CP]
      • Progeny of the Hive [-1CP]

        Categories: Stratagems

        Abilities: Stratagem: Progeny of the Hive


        AbilitiesDescriptionRef
        Stratagem: Progeny of the HiveUse this Stratagem before the battle. Select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.Psychic Awakening III: Blood of Baal p76
    • HQ [26 PL, 490pts]
      • Broodlord [7 PL, 125pts]

        Selections: Monstrous Rending Claws, Power: Paroxysm, Resonance Barb

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Genestealer, Character, Infantry, Psyker, Synapse

        Abilities: Brood Telepathy, Lightning Reflexes, Resonance Barb, Shadow in the Warp, Swift and Deadly, Synapse, Psychic Power: Paroxysm, Psyker: Broodlord, Unit: Broodlord, Weapon: Monstrous Rending Claws


        AbilitiesDescriptionRef
        Brood TelepathyYou can add 1 to hit rolls in the Fight phase for <HIVE FLEET> Genestealer units within 6" of and friendly <HIVE FLEET> Broodlords.Codex: Tyranids p84
        Lightning ReflexesModels in this unit have a 5+ invulnerable save.Codex: Tyranids p89
        Resonance BarbPSYKER model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional power in your opponent's Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.Psychic Awakening III: Blood of Baal p71
        Shadow in the WarpEnemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.Codex: Tyranids p82
        Swift and DeadlyModels in this unit can charge even if they Advanced during its turn.Codex: Tyranids p89
        Synapse<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.Codex: Tyranids p82
        Psychic PowerWarp ChargeRangeDetailsRef
        Paroxysm518"Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.Codex: Tyranids p121
        PsykerCastDenyPowers KnownOtherRef
        Broodlord11Smite + 1 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Broodlord8"2+-5566104+/5++Codex: Tyranids p84
        WeaponRangeTypeSAPDAbilitiesRef
        Monstrous Rending ClawsMeleeMeleeUser-3D3You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.Codex: Tyranids p111
      • Neurothrope [5 PL, 95pts]

        Selections: Claws and Teeth, Power: Synaptic Lure, Warlord

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, HQ, Psyker, Infantry, Character, Synapse, Zoanthrope, Warlord

        Abilities: Shadow in the Warp, Spirit Leech, Synapse, Warp Field, Warp Siphon, Psychic Power: Synaptic Lure, Psyker: Neurothrope, Unit: Neurothrope, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        Shadow in the WarpEnemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.Codex: Tyranids p82
        Spirit LeechEach time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".Codex: Tyranids p87
        Synapse<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.Codex: Tyranids p82
        Warp FieldModels in this unit have a 3+ invulnerable save.Codex: Tyranids p87
        Warp SiphonYou can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.Codex: Tyranids p87
        Psychic PowerWarp ChargeRangeDetailsRef
        Synaptic Lure5-Select one enemy unit. Until the end of the turn, when a charge roll is made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.Psychic Awakening III: Blood of Baal p78
        PsykerCastDenyPowers KnownOtherRef
        Neurothrope21Smite + 1 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Neurothrope5"4+3+445195+/3++Codex: Tyranids p87
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
      • The Swarmlord [14 PL, 270pts]

        Selections: Bone Sabres, Power: Catalyst, Power: Onslaught, Prehensile Pincer Tail

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

        Abilities: Blade Parry, Death Throes, Hive Commander, Psychic Barrier, Shadow in the Warp, Synapse, The Will of the Hive Mind, Psychic Power: Catalyst, Onslaught, Psyker: The Swarmlord, Stat Damage - M, S & A: The Swarmlord (1), The Swarmlord (2), The Swarmlord (3), Unit: The Swarmlord, Weapon: Bone Sabres, Prehensile Pincer Tail


        AbilitiesDescriptionRef
        Blade ParryAdd 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons.Codex: Tyranids p86
        Death ThroesIf this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.Codex: Tyranids
        Hive CommanderIn each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting.Codex: Tyranids p86
        Psychic BarrierA model with this ability has a 4+ invulnerable save.Codex: Tyranids p86
        Shadow in the WarpEnemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.Codex: Tyranids p82
        Synapse<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.Codex: Tyranids p82
        The Will of the Hive MindThe range of this model's Synapse ability is 18" rather than 12".Codex: Tyranids p86
        Psychic PowerWarp ChargeRangeDetailsRef
        Catalyst618"Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.Codex: Tyranids p121
        Onslaught618"Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).Codex: Tyranids p121
        PsykerCastDenyPowers KnownOtherRef
        The Swarmlord22Smite + 2 Hive Mind-
        Stat Damage - M, S & ARemaining WMovementStrengthAttacksRef
        The Swarmlord (1)7-12+9"86
        The Swarmlord (2)4-67"75
        The Swarmlord (3)1-35"64
        UnitMWSBSSTWALdSaveRef
        The Swarmlord*2+3+*712*103+/4++Codex: Tyranids p86
        WeaponRangeTypeSAPDAbilitiesRef
        Bone SabresMeleeMeleeUser-33Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.Codex: Tyranids p111
        Prehensile Pincer TailMeleeMeleeUser0D3Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.Codex: Tyranids p111
    • Troops [15 PL, 288pts]
      • Hormagaunts [3 PL, 60pts]

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

        Abilities: Bounding Leap, Hungering Swarm, Instinctive Behaviour

        • 10x Hormagaunt [60pts]

          Selections: 10x Scything Talons

          Unit: Hormagaunt, Weapon: Scything Talons


        AbilitiesDescriptionRef
        Bounding LeapWhenever this unit piles in and consolidates, it can move up to 6".Codex: Tyranids p90
        Hungering SwarmIf this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.Codex: Tyranids p90
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Hormagaunt8"4+4+331256+Codex: Tyranids p90
        WeaponRangeTypeSAPDAbilitiesRef
        Scything TalonsMeleeMeleeUser01You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.Codex: Tyranids p111
      • Hormagaunts [3 PL, 60pts]

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

        Abilities: Bounding Leap, Hungering Swarm, Instinctive Behaviour

        • 10x Hormagaunt [60pts]

          Selections: 10x Scything Talons

          Unit: Hormagaunt, Weapon: Scything Talons


        AbilitiesDescriptionRef
        Bounding LeapWhenever this unit piles in and consolidates, it can move up to 6".Codex: Tyranids p90
        Hungering SwarmIf this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.Codex: Tyranids p90
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Hormagaunt8"4+4+331256+Codex: Tyranids p90
        WeaponRangeTypeSAPDAbilitiesRef
        Scything TalonsMeleeMeleeUser01You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.Codex: Tyranids p111
      • Hormagaunts [3 PL, 60pts]

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

        Abilities: Bounding Leap, Hungering Swarm, Instinctive Behaviour

        • 10x Hormagaunt [60pts]

          Selections: 10x Scything Talons

          Unit: Hormagaunt, Weapon: Scything Talons


        AbilitiesDescriptionRef
        Bounding LeapWhenever this unit piles in and consolidates, it can move up to 6".Codex: Tyranids p90
        Hungering SwarmIf this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.Codex: Tyranids p90
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Hormagaunt8"4+4+331256+Codex: Tyranids p90
        WeaponRangeTypeSAPDAbilitiesRef
        Scything TalonsMeleeMeleeUser01You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.Codex: Tyranids p111
      • Ripper Swarms [2 PL, 36pts]

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

        Abilities: Burrowers, Instinctive Behaviour

        • 3x Ripper Swarm [36pts]

          Selections: 3x Claws and Teeth

          Unit: Ripper Swarm, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        BurrowersDuring deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.Codex: Tyranids p91
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Ripper Swarm6"5+5+333446+Codex: Tyranids p91
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
      • Ripper Swarms [2 PL, 36pts]

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

        Abilities: Burrowers, Instinctive Behaviour

        • 3x Ripper Swarm [36pts]

          Selections: 3x Claws and Teeth

          Unit: Ripper Swarm, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        BurrowersDuring deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.Codex: Tyranids p91
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Ripper Swarm6"5+5+333446+Codex: Tyranids p91
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
      • Ripper Swarms [2 PL, 36pts]

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

        Abilities: Burrowers, Instinctive Behaviour

        • 3x Ripper Swarm [36pts]

          Selections: 3x Claws and Teeth

          Unit: Ripper Swarm, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        BurrowersDuring deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.Codex: Tyranids p91
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Ripper Swarm6"5+5+333446+Codex: Tyranids p91
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
    • Elites [12 PL, 262pts]
      • Lictor [2 PL, 37pts]

        Selections: Flesh Hooks [3pts], Grasping Talons, Rending Claws [2pts]

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

        Abilities: Chameleonic Skin, Hidden Hunter, Unit: Lictor, Weapon: Flesh Hooks, Grasping Talons, Rending Claws


        AbilitiesDescriptionRef
        Chameleonic SkinEach time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.Codex: Tyranids p93
        Hidden HunterDuring deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models. You can re-roll the this model's charge distance in the turn in which it uses this ability to arrive on the battlefield.Codex: Tyranids p93
        UnitMWSBSSTWALdSaveRef
        Lictor9"2+4+644395+Codex: Tyranids p93
        WeaponRangeTypeSAPDAbilitiesRef
        Flesh Hooks6"Assault 2User01This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.Codex: Tyranids p112
        Grasping TalonsMeleeMeleeUser-12-Codex: Tyranids p111
        Rending ClawsMeleeMeleeUser-11Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.Codex: Tyranids p111
      • Zoanthropes [10 PL, 225pts]

        Selections: Power: Psychic Scream

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, Elites, Infantry, Psyker, Zoanthrope, Synapse

        Abilities: Shadow in the Warp, Synapse, Warp Blast, Warp Field, Psychic Power: Psychic Scream, Psyker:Zoanthropes

        • 5x Zoanthrope [10 PL, 225pts]

          Selections: 5x Claws and Teeth

          Unit: Zoanthrope, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        Shadow in the WarpEnemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.Codex: Tyranids p82
        Synapse<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.Codex: Tyranids p82
        Warp BlastWhen this unit manifests the Smite psychic power, it affects the closest enemy unit within 24", instead of within 18". In addition, it inflicts an additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, or an additional 3 mortal wounds if it contains 6 Zoanthropes.Codex: Tyranids p94
        Warp FieldModels in this unit have a 3+ invulnerable save.Codex: Tyranids p94
        Psychic PowerWarp ChargeRangeDetailsRef
        Psychic Scream518"The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.Codex: Tyranids p121
        PsykerCastDenyPowers KnownOtherRef
        Zoanthropes11Smite + 1 Hive MindA Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.
        UnitMWSBSSTWALdSaveRef
        Zoanthrope5"4+3+443195+/3++Codex: Tyranids p94
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
    • Heavy Support [20 PL, 395pts]
      • Tyrannofex [10 PL, 200pts]

        Selections: Acid Spray [5pts], Adrenal Glands [5pts], Powerful Limbs, Stinger Salvo

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Monster

        Abilities: Adrenal Glands, Death Throes, Instinctive Behaviour, Weapon Beast, Stat Damage - BS, S & A:Tyrannofex (1), Tyrannofex (2), Tyrannofex (3), Unit: Tyrannofex, Weapon: Acid Spray, Powerful Limbs, Stinger Salvo

        • Adaptive Physiology

          Selections: Dermic Symbiosis

          Abilities: Dermic Symbiosis


        AbilitiesDescriptionRef
        Adrenal GlandsIf a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.Codex: Tyranids p113
        Death ThroesIf this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.Codex: Tyranids
        Dermic SymbiosisThis model has a 5+ invulnerable save. In addition, if this model has a damage table, it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.Psychic Awakening III: Blood of Baal p76
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        Weapon BeastIf this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.Codex: Tyranids p100
        Stat Damage - BS, S & ARemaining WBSStrengthAttacksRef
        Tyrannofex (1)8-14+4+74
        Tyrannofex (2)4-75+63
        Tyrannofex (3)1-35+52
        UnitMWSBSSTWALdSaveRef
        Tyrannofex6"4+**814*73+Codex: Tyranids p100
        WeaponRangeTypeSAPDAbilitiesRef
        Acid Spray18"Heavy 2D6User-1D3This weapon automatically hits its target.Codex: Tyranids p112
        Powerful LimbsMeleeMeleeUser-12-Codex: Tyranids p111
        Stinger Salvo24"Assault 45-11-Codex: Tyranids p113
      • Tyrannofex [10 PL, 195pts]

        Selections: Acid Spray [5pts], Powerful Limbs, Stinger Salvo

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Monster

        Abilities: Death Throes, Instinctive Behaviour, Weapon Beast, Stat Damage - BS, S & A: Tyrannofex (1), Tyrannofex (2), Tyrannofex (3), Unit: Tyrannofex, Weapon: Acid Spray, Powerful Limbs, Stinger Salvo

        • Adaptive Physiology

          Selections: Dermic Symbiosis

          Abilities: Dermic Symbiosis


        AbilitiesDescriptionRef
        Death ThroesIf this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.Codex: Tyranids
        Dermic SymbiosisThis model has a 5+ invulnerable save. In addition, if this model has a damage table, it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.Psychic Awakening III: Blood of Baal p76
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        Weapon BeastIf this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.Codex: Tyranids p100
        Stat Damage - BS, S & ARemaining WBSStrengthAttacksRef
        Tyrannofex (1)8-14+4+74
        Tyrannofex (2)4-75+63
        Tyrannofex (3)1-35+52
        UnitMWSBSSTWALdSaveRef
        Tyrannofex6"4+**814*73+Codex: Tyranids p100
        WeaponRangeTypeSAPDAbilitiesRef
        Acid Spray18"Heavy 2D6User-1D3This weapon automatically hits its target.Codex: Tyranids p112
        Powerful LimbsMeleeMeleeUser-12-Codex: Tyranids p111
        Stinger Salvo24"Assault 45-11-Codex: Tyranids p113
  • Patrol Detachment -2CP (Tyranids) [17 PL, -2CP, 315pts]
    • Configuration [-2CP]
      • Detachment CP [-2CP]

        Categories: Configuration

      • Hive Fleet

        Selections: Kronos

        Categories: Configuration

        Abilities: Bio-barrage, Hive Fleet Adaptations


        AbilitiesDescriptionRef
        Bio-barrageYou can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.Codex: Tyranids p117
        Hive Fleet AdaptationsIf your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table.Codex: Tyranids p116
    • HQ [5 PL, 95pts]
      • Neurothrope [5 PL, 95pts]

        Selections: Claws and Teeth, Power: Symbiostorm

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, HQ, Psyker, Infantry, Character, Synapse, Zoanthrope

        Abilities: Shadow in the Warp, Spirit Leech, Synapse, Warp Field, Warp Siphon, Psychic Power:Symbiostorm, Psyker: Neurothrope, Unit: Neurothrope, Weapon: Claws and Teeth


        AbilitiesDescriptionRef
        Shadow in the WarpEnemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.Codex: Tyranids p82
        Spirit LeechEach time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".Codex: Tyranids p87
        Synapse<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.Codex: Tyranids p82
        Warp FieldModels in this unit have a 3+ invulnerable save.Codex: Tyranids p87
        Warp SiphonYou can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.Codex: Tyranids p87
        Psychic PowerWarp ChargeRangeDetailsRef
        Symbiostorm612"Select one friendly KRONOS unit within 12" of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.Psychic Awakening III: Blood of Baal p78
        PsykerCastDenyPowers KnownOtherRef
        Neurothrope21Smite + 1 Hive Mind-
        UnitMWSBSSTWALdSaveRef
        Neurothrope5"4+3+445195+/3++Codex: Tyranids p87
        WeaponRangeTypeSAPDAbilitiesRef
        Claws and TeethMeleeMeleeUser01-Codex: Tyranids p111
    • Troops [3 PL, 50pts]
      • Termagants [3 PL, 50pts]

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

        Abilities: Hail of Living Ammunition, Instinctive Behaviour

        • 10x Termagant (Fleshborer) [50pts]

          Selections: 10x Fleshborer

          Unit: Termagant, Weapon: Fleshborer


        AbilitiesDescriptionRef
        Hail of Living AmmunitionIf this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.Codex: Tyranids p90
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        UnitMWSBSSTWALdSaveRef
        Termagant6"4+4+331156+Codex: Tyranids p90
        WeaponRangeTypeSAPDAbilitiesRef
        Fleshborer12"Assault 1401-Codex: Tyranids p112
    • Heavy Support [9 PL, 170pts]
      • Exocrine [9 PL, 170pts]

        Selections: Bio-plasmic Cannon, Powerful Limbs

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Monster

        Abilities: Death Throes, Instinctive Behaviour, Symbiotic Targeting, Weapon Beast, Stat Damage - WS, BS & A: Exocrine (1), Exocrine (2), Exocrine (3), Unit: Exocrine, Weapon: Bio-plasmic Cannon, Powerful Limbs


        AbilitiesDescriptionRef
        Death ThroesIf this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.Codex: Tyranids
        Instinctive BehaviourUnless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.Codex: Tyranids p82
        Symbiotic TargetingIf this model did not move in its Movement phase, you can add 1 to its hit rolls in the following Shooting phase. If you do so, it cannot charge in the same turn.Codex: Tyranids p100
        Weapon BeastIf this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.Codex: Tyranids p100
        Stat Damage - WS, BS & ARemaining WWSBSAttacksRef
        Exocrine (1)7-12+4+4+3
        Exocrine (2)4-64+5+D3
        Exocrine (3)1-35+5+1
        UnitMWSBSSTWALdSaveRef
        Exocrine6"**7812*63+Codex: Tyranids p100
        WeaponRangeTypeSAPDAbilitiesRef
        Bio-plasmic Cannon36"Heavy 67-32-Codex: Tyranids p112
        Powerful LimbsMeleeMeleeUser-12-Codex: Tyranids p111

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