Event: Iowaaagh! Open 2024

Christopher Sellers

Path

  1. Loss - Astra Militarum
  2. Loss - Dark Angels
  3. Win - Orks
  4. Loss - Thousand Sons
  5. Loss - Grey Knights
  6. Win - Aeldari
+++ Captain Cockroach and the Roachinators (Warhammer 40,000 10th Edition) +++ ++ Army Roster (Xenos - Tyranids) [1,995pts] ++ Rules: Synapse + Configuration + Battle Size: 2. Strike Force (2000 Point limit) . Categories: Configuration Detachment: Vanguard Onslaught . Categories: Configuration . Abilities: Questing Tendrils, Vanguard Prime Profiles: . Questing Tendrils: Description:TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. Vanguard Invader units with this ability are eligible to charge in a turn in which they Advanced.| . Vanguard Prime: Description:DEATHLEAPER loses Hunter Organism rule and can be your WARLORD| Show/Hide Options . Categories: Configuration + Epic Hero [240pts] + The Swarmlord [240pts]: Bone Sabres, Synaptic Pulse, Warlord . Categories: Epic Hero, Character, Faction: Tyranids, Monster, The Swarmlord, Great Devourer, Synapse, Psyker, Hive Tyrant, Warlord . Rules: Deadly Demise D3, Leader, Shadow in the Warp, Synapse, Torrent, Twin-linked . Abilities: Domination of the Hive Mind (Aura), Hive Commander, Invulnerable Save, Leader, Malign Presence, Melee Weapons: Bone Sabres, Ranged Weapons: Synaptic Pulse, Unit: The Swarmlord Profiles: . Domination of the Hive Mind (Aura): Description:While a friendly TYRANIDS unit is within 9" of this model, that unit is within your army’s Synapse Range.| . Hive Commander: Description:At the start of your Command phase, if this model is on the battlefield, you gain 1CP| . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Leader: Description:This model can be attached to the following unit: ■ TYRANT GUARD| . Malign Presence: Description:Once per battle, after your opponent uses a Stratagem, if this model is your Warlord and is on the battlefield, it can use this ability. If it does, until the end of the battle, increase that Stratagem’s cost to your opponent by 1CP.| . Bone Sabres: Range:Melee|A:8|WS:2+|S:9|AP:-2|D:3|Keywords:Twin-linked| . Synaptic Pulse: Range:18"|A:D6+3|BS:N/A|S:5|AP:-1|D:2|Keywords:Psychic, Torrent| . The Swarmlord: M:8"|T:10|SV:2+|W:10|LD:7+|OC:3| + Character [265pts] + Broodlord [80pts]: Broodlord Claws and Talons . Categories: Infantry, Character, Psyker, Broodlord, Faction: Tyranids, Great Devourer, Vanguard Invader, Synapse . Rules: Devastating Wounds, Leader, Scouts 8", Shadow in the Warp, Synapse, Twin-linked . Abilities: Hypnotic Gaze (Psychic), Invulnerable Save, Leader, Vicious Insight, Melee Weapons: Broodlord Claws and Talons, Unit: Broodlord Profiles: . Hypnotic Gaze (Psychic): Description:At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.| . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Leader: Description:This model can be attached to the following unit: - GENESTEALERS| . Vicious Insight: Description:While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.| . Broodlord Claws and Talons: Range:Melee|A:5|WS:2+|S:6|AP:-2|D:2|Keywords:Devastating Wounds, Twin-linked| . Broodlord: M:8"|T:5|SV:4+|W:6|LD:7+|OC:1| Broodlord [80pts]: Broodlord Claws and Talons . Categories: Infantry, Character, Psyker, Broodlord, Faction: Tyranids, Great Devourer, Vanguard Invader, Synapse . Rules: Devastating Wounds, Leader, Scouts 8", Shadow in the Warp, Synapse, Twin-linked . Abilities: Hypnotic Gaze (Psychic), Invulnerable Save, Leader, Vicious Insight, Melee Weapons: Broodlord Claws and Talons, Unit: Broodlord Profiles: . Hypnotic Gaze (Psychic): Description:At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.| . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Leader: Description:This model can be attached to the following unit: - GENESTEALERS| . Vicious Insight: Description:While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.| . Broodlord Claws and Talons: Range:Melee|A:5|WS:2+|S:6|AP:-2|D:2|Keywords:Devastating Wounds, Twin-linked| . Broodlord: M:8"|T:5|SV:4+|W:6|LD:7+|OC:1| Neurotyrant [105pts]: Neurotyrant claws and lashes, Psychic scream . Categories: Character, Monster, Fly, Psyker, Great Devourer, Neurotyrant, Faction: Tyranids, Synapse . Rules: Ignores Cover, Leader, Shadow in the Warp, Synapse, Torrent . Abilities: Invulnerable Save, Leader, Node Lash (Psychic), Psychic Terror (Psychic), Synaptic Relays, Melee Weapons: Neurotyrant claws and lashes, Ranged Weapons: Psychic scream, Unit: Neurotyrant Profiles: . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Leader: Description:This model can be attached to the following units: - NEUROGAUNT - TYRANT GUARD - ZOANTHROPES| . Node Lash (Psychic): Description:While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well.| . Psychic Terror (Psychic): Description:If one or more Neurotyrants from your army are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result.| . Synaptic Relays: Description:In your Command phase, you can select up to two friendly Tyranids units within 18" of this model’s unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army.| . Neurotyrant claws and lashes: Range:Melee|A:6|WS:3+|S:5|AP:0|D:1|Keywords:-| . Psychic scream: Range:18"|A:2D6|BS:N/A|S:5|AP:-1|D:2|Keywords:Ignores Cover, Psychic, Torrent| . Neurotyrant: M:6"|T:8|SV:4+|W:9|LD:7+|OC:3| + Infantry [1,030pts] + Biovores [50pts] . Categories: Infantry, Great Devourer, Biovore, Faction: Tyranids . Rules: Deadly Demise 1, Synapse . Abilities: Seed Spore Mines . Biovore [50pts]: Chitin-barbed Limbs, Spore Mine Launcher . . Rules: Blast, Devastating Wounds, Heavy, Indirect Fire . . Melee Weapons: Chitin-barbed Limbs, Ranged Weapons: Spore Mine Launcher, Unit: Biovore Profiles: . Seed Spore Mines: Description:Once per turn, in your Shooting Phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new SPORE MINES unit to your army and set it up anywhere on the battlefield that is wholly within 48" of this unit and more than 9" horizontally away from all enemy units. That SPORE MINES unit contains 1 model for each model in this unit.| . Chitin-barbed Limbs: Range:Melee|A:2|WS:4+|S:5|AP:0|D:1|Keywords:-| . Spore Mine Launcher: Range:48"|A:D3|BS:4+|S:6|AP:-1|D:2|Keywords:Blast, Devastating Wounds, Heavy, Indirect Fire| . Biovore: M:5"|T:6|SV:3+|W:5|LD:8+|OC:1| Genestealers [150pts] . Categories: Faction: Tyranids, Infantry, Great Devourer, Genestealers, Vanguard Invader . Rules: Scouts 8", Synapse . Abilities: Invulnerable Save, Vanguard Predator . 10x Genestealer: 10x Genestealers claws and talons . . Melee Weapons: Genestealers claws and talons, Unit: Genestealers Profiles: . Invulnerable Save: Description:Models in this unit have a 5+ invulnerable save.| . Vanguard Predator: Description:Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll 1 as well.| . Genestealers claws and talons: Range:Melee|A:4|WS:2+|S:4|AP:-2|D:1|Keywords:-| . Genestealers: M:8"|T:4|SV:5+|W:2|LD:7+|OC:1| Genestealers [150pts] . Categories: Faction: Tyranids, Infantry, Great Devourer, Genestealers, Vanguard Invader . Rules: Scouts 8", Synapse . Abilities: Invulnerable Save, Vanguard Predator . 10x Genestealer: 10x Genestealers claws and talons . . Melee Weapons: Genestealers claws and talons, Unit: Genestealers Profiles: . Invulnerable Save: Description:Models in this unit have a 5+ invulnerable save.| . Vanguard Predator: Description:Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll 1 as well.| . Genestealers claws and talons: Range:Melee|A:4|WS:2+|S:4|AP:-2|D:1|Keywords:-| . Genestealers: M:8"|T:4|SV:5+|W:2|LD:7+|OC:1| Lictor [55pts]: Lictor Claws and Talons . Categories: Infantry, Great Devourer, Lictor, Faction: Tyranids, Vanguard Invader . Rules: Fights First, Infiltrators, Lone Operative, Precision, Stealth, Synapse . Abilities: Feeder Tendrils, Pheromone Trail, Melee Weapons: Lictor Claws and Talons, Unit: Lictor Profiles: . Feeder Tendrils: Description:Each time this model destroys an enemy Character model, you gain 1CP.| . Pheromone Trail: Description:Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.| . Lictor Claws and Talons: Range:Melee|A:6|WS:2+|S:7|AP:-2|D:2|Keywords:Precision| . Lictor: M:8"|T:6|SV:4+|W:6|LD:7+|OC:1| Lictor [55pts]: Lictor Claws and Talons . Categories: Infantry, Great Devourer, Lictor, Faction: Tyranids, Vanguard Invader . Rules: Fights First, Infiltrators, Lone Operative, Precision, Stealth, Synapse . Abilities: Feeder Tendrils, Pheromone Trail, Melee Weapons: Lictor Claws and Talons, Unit: Lictor Profiles: . Feeder Tendrils: Description:Each time this model destroys an enemy Character model, you gain 1CP.| . Pheromone Trail: Description:Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.| . Lictor Claws and Talons: Range:Melee|A:6|WS:2+|S:7|AP:-2|D:2|Keywords:Precision| . Lictor: M:8"|T:6|SV:4+|W:6|LD:7+|OC:1| Lictor [55pts]: Lictor Claws and Talons . Categories: Infantry, Great Devourer, Lictor, Faction: Tyranids, Vanguard Invader . Rules: Fights First, Infiltrators, Lone Operative, Precision, Stealth, Synapse . Abilities: Feeder Tendrils, Pheromone Trail, Melee Weapons: Lictor Claws and Talons, Unit: Lictor Profiles: . Feeder Tendrils: Description:Each time this model destroys an enemy Character model, you gain 1CP.| . Pheromone Trail: Description:Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.| . Lictor Claws and Talons: Range:Melee|A:6|WS:2+|S:7|AP:-2|D:2|Keywords:Precision| . Lictor: M:8"|T:6|SV:4+|W:6|LD:7+|OC:1| Neurolictor [90pts]: Piercing Claws and Talons . Categories: Infantry, Great Devourer, Neurolictor, Vanguard Invader, Faction: Tyranids, Synapse . Rules: Infiltrators, Lone Operative, Precision, Shadow in the Warp, Stealth, Synapse . Abilities: Feeder Tendrils, Invulnerable Save, Neural Disruption, Psychological Saboteur (Aura), Melee Weapons: Piercing Claws and Talons, Unit: Neurolictor Profiles: . Feeder Tendrils: Description:Each time this model destroys an enemy CHARACTER model, you gain 1CP| . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Neural Disruption: Description:In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test| . Psychological Saboteur (Aura): Description:While an enemy unit is with 12" of this model, if that unit is Battle-shocked: - Each time a model in that unit makes an attack, subtract 1 from the Hit roll - Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.| . Piercing Claws and Talons: Range:Melee|A:6|WS:2+|S:6|AP:-2|D:1|Keywords:Precision| . Neurolictor: M:8"|T:5|SV:4+|W:7|LD:7+|OC:1| Raveners [75pts] . Categories: Faction: Tyranids, Infantry, Great Devourer, Raveners, Vanguard Invader . Rules: Deep Strike, Synapse . Abilities: Death From Below . 3x Ravener: 3x Ravener claws and talons, 3x Thoracic bio-weapon . . Rules: Assault, Twin-linked . . Melee Weapons: Ravener claws and talons, Ranged Weapons: Thoracic bio-weapon, Unit: Raveners Profiles: . Death From Below: Description:At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.| . Ravener claws and talons: Range:Melee|A:7|WS:3+|S:5|AP:-1|D:1|Keywords:Twin-linked| . Thoracic bio-weapon: Range:12"|A:3|BS:4+|S:4|AP:0|D:1|Keywords:Assault| . Raveners: M:10"|T:5|SV:5+|W:3|LD:8+|OC:1| Tyranid Warriors with Melee Bio-Weapons [150pts] . Categories: Infantry, Faction: Tyranids, Tyranid Warriors with Melee Bio-weapons, Great Devourer, Synapse . Rules: Shadow in the Warp, Synapse . Abilities: Adaptive Instincts . Tyranid Prime: Tyranid Warrior Claws and Talons . . Rules: Twin-linked . . Melee Weapons: Tyranid Warrior Claws and Talons, Unit: Tyranid Warrior . 5x Tyranid Warrior: 5x Tyranid Warrior Claws and Talons . . Rules: Twin-linked . . Melee Weapons: Tyranid Warrior Claws and Talons, Unit: Tyranid Warrior Profiles: . Adaptive Instincts: Description:At the start of the Fight phase, select one of the following: - Aggression Imperative: Until the end of the phase, each time a model in this unit makes a melee attack, re-roll a Hit roll of 1. - Bioregeneration: Until the end of the phase, each time a saving throw if made for a model in this unit, re-roll a saving throw of 1.| . Tyranid Warrior Claws and Talons: Range:Melee|A:6|WS:3+|S:5|AP:-2|D:1|Keywords:Twin-linked| . Tyranid Warrior: M:6"|T:5|SV:4+|W:3|LD:7+|OC:2| Zoanthropes [200pts] . Categories: Infantry, Fly, Psyker, Great Devourer, Zoanthropes, Faction: Tyranids, Synapse . Rules: Shadow in the Warp, Synapse . Abilities: Invulnerable Save, Spirit Leech (Aura, Psychic), Warp Field (Aura, Psychic) . Neurothrope: Warp Blast, Xenos Claws and Teeth . . Rules: Blast, Lethal Hits . . Melee Weapons: Xenos claws and teeth, Ranged Weapons: ➤ Warp Blast - Focused Witchfire, ➤ Warp Blast - Witchfire, Unit: Neurothrope . 5x Zoanthrope: 5x Warp Blast, 5x Xenos Claws and Teeth . . Rules: Blast, Lethal Hits . . Melee Weapons: Xenos claws and teeth, Ranged Weapons: ➤ Warp Blast - Focused Witchfire, ➤ Warp Blast - Witchfire, Unit: Zoanthrope Profiles: . Invulnerable Save: Description:This model has a 4+ invulnerable save.| . Spirit Leech (Aura, Psychic): Description:While an enemy unit is within 6" of this unit, if it contains a Neurothrope, each time that enemy unit fails a Battle-shock test, it suffers D3 mortal wounds and one model in this unit regains up to D3 lost wounds.| . Warp Field (Aura, Psychic): Description:While a friendly TYRANIDS unit is within 6" of this unit, models in that unit have a 6+ invulnerable save.| . Xenos claws and teeth: Range:Melee|A:2|WS:5+|S:3|AP:0|D:1|Keywords:-| . ➤ Warp Blast - Focused Witchfire: Range:24"|A:1|BS:3+|S:12|AP:-3|D:D6+1|Keywords:Lethal Hits, Psychic| . ➤ Warp Blast - Witchfire: Range:24"|A:D3|BS:3+|S:7|AP:-2|D:D3|Keywords:Blast, Psychic| . Neurothrope: M:5"|T:5|SV:5+|W:3|LD:7+|OC:1| . Zoanthrope: M:5"|T:5|SV:5+|W:3|LD:7+|OC:1| + Monster [460pts] + Mawloc [145pts]: Distendible Jaw, Mawloc Scything Talons . Categories: Mawloc, Monster, Great Devourer, Faction: Tyranids, Vanguard Invader . Rules: Anti- infantry 4+, Deep Strike, Devastating Wounds, Extra Attacks, Synapse . Abilities: Damaged: 1-5 Wounds Remaining, Terror from the Deep, Melee Weapons: Distendible Jaw, Mawloc Scything Talons, Unit: Mawloc Profiles: . Damaged: 1-5 Wounds Remaining: Description:While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.| . Terror from the Deep: Description:Each time this unit is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test.| . Distendible Jaw: Range:Melee|A:1|WS:3+|S:5|AP:0|D:3|Keywords:Anti-infantry 4+, Devastating Wounds, Extra Attacks| . Mawloc Scything Talons: Range:Melee|A:16|WS:3+|S:8|AP:-2|D:1|Keywords:-| . Mawloc: M:10"|T:10|SV:3+|W:14|LD:8+|OC:4| Mawloc [145pts]: Distendible Jaw, Mawloc Scything Talons . Categories: Mawloc, Monster, Great Devourer, Faction: Tyranids, Vanguard Invader . Rules: Anti- infantry 4+, Deep Strike, Devastating Wounds, Extra Attacks, Synapse . Abilities: Damaged: 1-5 Wounds Remaining, Terror from the Deep, Melee Weapons: Distendible Jaw, Mawloc Scything Talons, Unit: Mawloc Profiles: . Damaged: 1-5 Wounds Remaining: Description:While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.| . Terror from the Deep: Description:Each time this unit is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test.| . Distendible Jaw: Range:Melee|A:1|WS:3+|S:5|AP:0|D:3|Keywords:Anti-infantry 4+, Devastating Wounds, Extra Attacks| . Mawloc Scything Talons: Range:Melee|A:16|WS:3+|S:8|AP:-2|D:1|Keywords:-| . Mawloc: M:10"|T:10|SV:3+|W:14|LD:8+|OC:4| Trygon [170pts]: Bio-electric Pulse, Trygon Scything Talons . Categories: Trygon, Monster, Great Devourer, Faction: Tyranids, Vanguard Invader . Rules: Deep Strike, Sustained Hits 2, Synapse . Abilities: Damaged: 1-5 Wounds Remaining, Subterranean Tunnels, Melee Weapons: Trygon Scything Talons, Ranged Weapons: Bio-electric Pulse, Unit: Trygon Profiles: . Damaged: 1-5 Wounds Remaining: Description:While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.| . Subterranean Tunnels: Description:Each time this model is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units. When doing so, if this model is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge| . Trygon Scything Talons: Range:Melee|A:12|WS:3+|S:9|AP:-2|D:3|Keywords:-| . Bio-electric Pulse: Range:12"|A:6|BS:3+|S:5|AP:0|D:1|Keywords:Sustained Hits 2| . Trygon: M:10"|T:10|SV:3+|W:14|LD:8+|OC:4| ++ Total: [1,995pts] ++ ++ Roster Rules ++ . Synapse: If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE  models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a Tyranids unit from your army is within Synapse Range of your army: ■ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. ■ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. () ++ Selection Rules ++ . Anti- infantry 4+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28) . Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with. (10th Edition Core Rules p25) . Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit). (10th Edition Core Rules p26) . Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23) . Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23) . Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. (10th Edition Core Rules p39) . Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved (10th Edition Core Rules p28) . Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules. (10th Edition Core Rules p28) . Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability. (10th Edition Core Rules p32) . Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll. (10th Edition Core Rules p26) . Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack. (10th Edition Core Rules p25) . Indirect Fire: Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target. If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack. (10th Edition Core Rules p26) . Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models. (10th Edition Core Rules p39) . Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit. (10th Edition Core Rules p39) . Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target. (10th Edition Core Rules p25) . Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within 12". (10th Edition Core Rules p19) . Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that Character model instead of following the normal attack sequence. (10th Edition Core Rules p26) . Scouts 8": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9\" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first. (10th Edition Core Rules p39) . Shadow in the Warp: If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test. () . Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll. (10th Edition Core Rules p20) . Sustained Hits 2: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28) . Synapse: If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE  models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a Tyranids unit from your army is within Synapse Range of your army: ■ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. ■ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack. () . Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target. (10th Edition Core Rules p25) . Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll. (10th Edition Core Rules p25) Created with BattleScribe (https://battlescribe.net) undefined