Xenos - Tyranids - Unnamed list - (2000 pts)
Army Roster (Xenos - Tyranids) (2000 pts) Rules: Synapse
Configuration
Battle Size
Strike Force (2000 Point limit)
Detachment
Invasion Fleet
Abilities: Hyper Adaptions
Show/Hide Options
Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
Character (460 pts)
Broodlord (1) (95 pts)
Perfectly Adapted
Rules: Scouts 8", Synapse, Shadow in the Warp, Leader, Devastating Wounds, Twin-linked Unit:
Broodlord
Abilities: Hypnotic Gaze (Psychic), Invulnerable Save[1], Perfectly Adapted, Vicious Insight Melee Weapons: Broodlord Claws and Talons
Abilities: Leader[1]
Hive Tyrant (1) (260 pts)
Adaptive Biology, Heavy Venom Cannon, Monstrous Bonesword and Lash Whip, Warlord
Rules: Deadly Demise D3, Shadow in the Warp, Synapse, Leader, Twin-linked, Blast
Unit:
Hive Tyrant
Abilities: Adaptive Biology, Invulnerable Save[1], Onslaught (Aura, Psychic), Will of the Hive Mind Melee Weapons: Monstrous bonesword and lash whip
Ranged Weapons: Heavy Venom Cannon
Abilities: Leader[2]
Neurotyrant (1) (105 pts)
Rules: Shadow in the Warp, Synapse, Leader, Ignores Cover, Torrent
Unit:
Neurotyrant
Abilities: Invulnerable Save[1], Node Lash (Psychic), Psychic Terror (Psychic), Synaptic Relays Ranged Weapons: Psychic scream
Melee Weapons: Neurotyrant claws and lashes
Abilities: Leader[3]
Battleline (170 pts)
Gargoyles (10) (85 pts)
• 10x
Gargoyles
Rules: Synapse, Deep Strike, Assault Abilities: Winged Swarm
Unit:
Gargoyles (x20) (x20)
Ranged Weapons: Fleshborer (x2) (x2) Melee Weapons: Blinding Venom (x2) (x2)
Gargoyles (10) (85 pts)
• 10x
Gargoyles
Rules: Synapse, Deep Strike, Assault Abilities: Winged Swarm
Unit:
Gargoyles (x20) (x20)
Ranged Weapons: Fleshborer (x2) (x2) Melee Weapons: Blinding Venom (x2) (x2)
Infantry (490 pts)
Biovores (1) (50 pts)
• Biovore
Rules: Deadly Demise 1, Synapse, Blast, Devastating Wounds, Heavy, Indirect Fire Abilities: Seed Spore Mines
Unit: Biovore
Ranged Weapons: Spore Mine Launcher
Melee Weapons: Chitin-barbed Limbs
Genestealers (10) (150 pts)
• 10x Genestealer
Rules: Scouts 8", Synapse
Abilities: Invulnerable Save[2], Vanguard Predator Unit:
Genestealers (x10) (x10)
Melee Weapons: Genestealers claws and talons
Neurolictor (1) (90 pts)
Rules: Shadow in the Warp, Lone Operative, Infiltrators, Stealth, Synapse, Precision
Unit:
Neurolictor
Abilities: Feeder Tendrils, Invulnerable Save[1], Neural Disruption, Psychological Saboteur (Aura) Melee Weapons: Piercing Claws and Talons
Zoanthropes (6) (200 pts)
• Neurothrope
• 5x Zoanthrope
Rules: Shadow in the Warp, Synapse, Blast, Lethal Hits
Abilities: Invulnerable Save[1], Spirit Leech (Aura, Psychic), Warp Field (Aura, Psychic)
Unit: Neurothrope, Zoanthrope (x5) (x5)
Ranged Weapons: Warp Blast - Focused Witchfire (x2) (x4), Warp Blast - Witchfire (x2) (x4) Melee Weapons: Xenos claws and teeth (x2) (x4)
Swarm (25 pts)
Ripper Swarms (1) (25 pts)
• Ripper Swarm
Rules: Deep Strike, Synapse, Sustained Hits 1 Abilities: Chitinous Horrors (Aura)
Unit: Ripper Swarm
Melee Weapons: Xenos Claws and Teeth
Monster (855 pts)
Exocrine (1) (135 pts)
Rules: Deadly Demise D3, Synapse, Heavy, Blast
Abilities: Damaged: 1-5 Wounds Remaining, Symbiotic Targeting Unit:
Exocrine
Ranged Weapons: Bio-plasmic Cannon
Melee Weapons: Powerful Limbs
Maleceptor (1) (170 pts)
Rules: Deadly Demise D3, Shadow in the Warp, Synapse, Blast
Unit:
Maleceptor
Abilities: Damaged: 1-5 Wounds Remaining, Encephalic Diffusion (Aura, Psychic), Invulnerable Save[1] Ranged Weapons: Psychic Overload
Melee Weapons: Massive Scything Talons - Strike, Massive Scything Talons - Sweep
Norn Emissary (1) (275 pts)
Rules: Deadly Demise D6, Shadow in the Warp, Synapse, Feel No Pain 4+, Melta 2, Blast, Psychic, Extra Attacks
Unit:
Norn Emissary (x2) (x2)
Abilities: Damaged: 1-5 Wounds Remaining, Invulnerable Save[1], Singular Purpose, Unnatural Resistance Ranged Weapons: Psychic Tendril - Blast (x2) (x2), Psychic Tendril - Neuroparasite (x2) (x2), Psychic Tendril (x2) (x2)
Melee Weapons: Monsterous Rending Talons (x2) (x2), Monsterous Scything Talons (x2) (x2)
Norn Emissary (1) (275 pts)
Rules: Deadly Demise D6, Shadow in the Warp, Synapse, Feel No Pain 4+, Melta 2, Blast, Psychic, Extra Attacks
Unit:
Norn Emissary (x2) (x2)
Abilities: Damaged: 1-5 Wounds Remaining, Invulnerable Save[1], Singular Purpose, Unnatural Resistance Ranged Weapons: Psychic Tendril - Blast (x2) (x2), Psychic Tendril - Neuroparasite (x2) (x2), Psychic Tendril (x2) (x2)
Melee Weapons: Monsterous Rending Talons (x2) (x2), Monsterous Scything Talons (x2) (x2)
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 % Each time a model in that unit makes a melee attack, add 1 to the Strength
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.
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.
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.
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
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.
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").
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).
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.
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.
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.
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.
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").
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.
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.
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".
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.
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a
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.
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.
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.
Sustained Hits 1
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’
Deadly Demise D6
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").
Feel No Pain 4+
Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.
Melta 2
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.
Psychic
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
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.
Abilities
Adaptive Biology
Tyranids model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
Chitinous Horrors (Aura)
While an enemy unit is within Engagement Range of this unit, halve the Objective Control characteristic of models in that enemy unit.
Damaged: 1-5 Wounds Remaining
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Encephalic Diffusion (Aura, Psychic)
While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll, and, if that enemy unit is Below Half-strength, subtract 1 from the Wound roll as well.
Feeder Tendrils
Each time this model destroys an enemy CHARACTER model, you gain 1CP
Hyper Adaptions
At the start of the first battle round, select one of the following Hyper-adaptations to be active for Tyranids units from your army until the end of the battle:
SWARMING INSTINCTS
Each time a Tyranids model with this Hyper-adaptation makes an attack that targets an enemy Infantry or Swarm unit, that attack has the [SUSTAINED HITS
1] ability.
HYPER-AGGRESSION
Each time a Tyranids model with this Hyper-adaptation makes an attack that targets an enemy Monster or Vehicle unit, that attack has the [LETHAL HITS]
ability.
HIVE PREDATORS
Each time a Tyranids model with this Hyper-adaptation makes an attack that targets an enemy Character unit, if a Critical Hit is scored, that attack has the
[PRECISION] ability.
Hypnotic Gaze (Psychic)
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[1]
This model has a 4+ invulnerable save.
Invulnerable Save[2]
Models in this unit have a 5+ invulnerable save.
Neural Disruption
In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test
Node Lash (Psychic)
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.
Onslaught (Aura, Psychic)
While a friendly TYRANIDS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] and [LETHAL HITS] abilities.
Perfectly Adapted
Tyranids model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer
Psychic Terror (Psychic)
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.
Psychological Saboteur (Aura)
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.
Seed Spore Mines
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.
Singular Purpose
At the start of the First balle round, select one of the following:
- Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit you can re-roll the Hit roll and you can re-roll the Wound roll
-Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15.
Spirit Leech (Aura, Psychic)
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.
Symbiotic Targeting
In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that unit, re-roll a Hit roll of 1.
Synaptic Relays
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.
Unnatural Resistance
This model has the Feel No Pain 4+ ability against Mortal Wounds.
Vanguard Predator
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.
Vicious Insight
While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Warp Field (Aura, Psychic)
While a friendly TYRANIDS unit is within 6" of this unit, models in that unit have a 6+ invulnerable save.
Will of the Hive Mind
Once per turn, one friendly TYRANIDS unit within 12" of one or more models with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Winged Swarm
In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
Unit
M
T
SV
W
LD
OC
Biovore
5"
6
3+
5
8+
1
Broodlord
8"
5
4+
6
7+
1
Exocrine
8"
10
3+
14
8+
4
Gargoyles (x20) (x20)
12"
3
6+
1
8+
2
Genestealers (x10) (x10)
8"
4
5+
2
7+
1
Hive Tyrant
8"
10
2+
10
7+
3
Maleceptor
8"
11
3+
14
7+
4
Neurolictor
8"
5
4+
7
7+
1
Neurothrope
5"
5
5+
3
7+
1
Neurotyrant
6"
8
4+
9
7+
3
Norn Emissary (x2) (x2)
10"
11
2+
16
7+
5
Ripper Swarm
6"
2
6+
4
8+
0
Zoanthrope (x5) (x5)
5"
5
5+
3
7+
1
Melee Weapons
Range
Massive Scything Talons - Strike
Melee
Massive Scything Talons - Sweep
Melee
Blinding Venom (x2) (x2)
Melee
Broodlord Claws and Talons
Melee
Chitin-barbed Limbs
Melee
Genestealers claws and talons
Melee
Monsterous Rending Talons (x2) (x2)
Melee
Monsterous Scything Talons (x2) (x2)
Melee
Monstrous bonesword and lash whip
Melee
Neurotyrant claws and lashes
Melee
Piercing Claws and Talons
Melee
Powerful Limbs
Melee
Xenos Claws and Teeth
Melee
Xenos claws and teeth (x2) (x2)
Melee
WS
3+
3+
4+
2+
4+
2+
2+
2+
2+
3+
2+
3+
5+
5+
D
Keywords
D6+1
-
2
-
1
-
2
Devastating Wounds, Twin-linked
1
-
1
-
2
Extra Attacks
3
-
3
Twin-linked
1
-
1
Precision
2
-
1
Sustained Hits 1
1
-
A SAP
3 9-2 6 7-1 130 5 6-2 250 4 4-2 4 7-2 6 9-2 6 9-2 650 6 6-2 370 620 230
Ranged Weapons
Range
A
BS
S
AP
D
Psychic Tendril - Blast (x2) (x2)
18"
2D6
2+
6
-2
1
Blast, Psychic
Psychic Tendril - Neuroparasite (x2) (x2)
18"
2
2+
8
-2
D3
Precision, Psychic
Psychic Tendril (x2) (x2)
18"
2
2+
12
-3
D6
Melta 2, Psychic
Warp Blast - Focused Witchfire (x2) (x2)
24"
1
3+
12
-3
D6+1
Lethal Hits, Psychic
Warp Blast - Witchfire (x2) (x2)
24"
D3
3+
7
-2
D3
Blast, Psychic
Bio-plasmic Cannon
36"
D6+3
3+
9
-3
3
Blast, Heavy
Fleshborer (x2) (x2)
18"
1
4+
5
0
1
Assault
Heavy Venom Cannon
36"
D3
2+
9
-2
3
Blast
Psychic Overload
18"
D6+3
3+
10
-2
3
Blast, Psychic
Psychic scream
18"
2D6
N/A
5
-1
2
Ignores Cover, Psychic, Torrent
Spore Mine Launcher
48"
D3
4+
6
-1
2
Blast, Devastating Wounds, Heavy, Indirect Fire
Abilities
Leader[1]
This model can be attached to the following unit: -
GENESTEALERS
Leader[2]
This model can be attached to the following unit: -
TYRANT GUARD
Leader[3]
This model can be attached to the following units: - NEUROGAUNT
-
TYRANT GUARD
-
ZOANTHROPES
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