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TYRANID HIVE FLEET BIOMASS

WINGED TYRANT ( 2 1 7 P o i nts ) H i ve G uard ( 5 1 P o i nts ) O ld O n e E y e ( 1 6 4 P oints)


Brood : 1 Tyrant bROOD : 2 TO 3 Guards bROOD : 1
Class : HeadqUARTERS cLASS : Headquarters cLASS : Heavy Support

Base Tyrant : 74 pts Base Guard : 45 pts Base One Eye : 164 pts
Winged : 40 pts Implant Attack : 6 pts Scything Talons : -
Adrenal Gland (+1WS) : 4 pts Lash Whips : - Giant CrushinG Claws : -
Enhanced Senses (+1BS) : 8 pts Rending Claws : - Regenerate : -
Venom Cannon : 40 pts Spineshield (Spinefist) : -
Scything Talons : 8 pts
Toxin Sacks (+1S) : 8 pts R ed T e r ro r ( 1 0 4 P oints)
Adrenal Gland (+1I) : 4 pts
Extended Carapace (2+ SV) : 15 pts
L i cto r ( 8 0 P o i nts ) bROOD : 1
Implant Attack : 8 pts
bROOD : 1 TO 3 Lictors cLASS : Fast Attack
Flesh Hooks : 2 pts cLASS : Elite
Psychic Scream : 15 pts Base Terror : 104 pts
The Horror : - Base Lictor : 80 pts Scything Talons : -
Scything Talons : -
Deep Strike : -
Carnifex (161 P o i nts ) B i ovo r e ( 4 0 P o i nts ) Fast : -
Swallow Whole : -
bROOD : 1 cARNIFEX bROOD : 1 TO 3 Biovores
cLASS : hEAVY sUPPORT cLASS : Heavy Support

Base Carnifex : 70 pts Base Biovore : 40 pts


Adrenal Gland (+1WS) : 4 pts Living Artillery : -
Enhanced Senses (+1BS) : 4 pts

HIVE ABILITIES
Toxin Sacks (+1S) : 6 pts
Adrenal Gland (+1I) : 6 pts
Extended Carapace (2+ SV) : 10 pts
Implant Attack : 8 pts
Venom Cannon : 45 pts
Scything Talons : 8 pts
The Horror
Enemy Units Must Pass morale check to assault creature

Broo d Warrior ( 6 1 P o i nts ) Psychic Scream


Enemy Units within 12” suffer -1 to Leadership based tests
bROOD : 3 TO 9 WARRIORS
cLASS : hq OR fAST aTTACK Implant Attack
Double wounds on enemy models who fail saving throw
Base Warrior : 14 pts
Winged : 14 pts Flesh Hooks
Adrenal Gland (+1WS) : 2 pts Counts as Frag Grenades in close combat. Count vertically impassable
Enhanced Senses (+1BS) : 2 pts terrain as difficult terrain.
Toxin Sacks (+1S) : 3 pts
Adrenal Gland (+1I) : 1 pts
Extended Carapace (4+ SV) : 3 pts
Winged
2x Movement. Ignore terrain moved over, may not enter difficult or
Implant Attack : 8 pts
impassable terrain (if forced to enter model suffers one wound with no
Venom Cannon : 20 pts
armour save). 3D6” fall back and advance distances.
Scything Talons : 2 pts
Leaping
2x Assault Movement. Always count full attacks in close combat even
RazorGaunt (1 2 P o i nts ) when 2” away. 3D6” fall back and advance distances.
bROOD : 8 TO 32 Gaunts
cLASS : Troops Scything Talons
Counts as having two close combat weapons. +1 Attack per set, maximum
of two sets per model. Deos not count towards attacks in Assault X
Base Hormagaunt : 4 pts
weapons.
Leaping : 3 pts
Adrenal Gland (+1WS) : 1 pts
Toxin Sacks (+1S) : 2 pts Synapse Creature
Extended Carapace (5+ SV) : 1 pts Any tyranid creature within 12” ignores Morale checks, Pinning tests,
Scything Talons : 2 pts and regroups automatically. Model able to detonate all spore mines
within 24” in shooting phase. Note that regrouping takes place at the
start of the turn, so a Tyranid unit that falls back can be destroyed by
Genestealer (2 2 P o i nts ) pursuers or crossfire.

bROOD : 6 TO 12 Genestealers
Fast and Deadly
cLASS : Troops Tyranid Creaatures always roll one extra D6 when moving through
difficult ground. If any brood of non-synapse creatures numbering eight
Base Genestealer : 16 pts or models or more rolls two or more 6’s on these dice, a model in the
Scything Talons : 6 pts brood suffers one wound (armour saves still apply as normal).
T Y R A N I D S U M M A RY
WS BS S T W I A LD SV MR Notes
Winged Tyrant 6 4 6 6 4 5 3/4 10 2+ 12” synapse / monstrous
Hive Guard 5 3 5 6 2 5 2 10 3+ 6”
Lictor 6 - 6 4 3 6 2+1 10 5+ 6”
Brood Warrior 5 3 5 4 2 5 2/3 10 4+ 12” synapse
Genestealer 6 0 4 4 1 6 2/3 10 6+ 6”
RazorGaunt 4 3 4 3 1 4 1/2 5 5+ 6+D6”
Biovore 3 3 3 4 2 1 1 10 - 6”
Spore Mine 0 0 1 4 1 1 0 10 - D6”
Carnifex 4 3 10 6 4 3 2/3 10 2+ 6” monstrous
Old One Eye 4 2 10 6 4 2 D6+1 10 2+ 6” monstrous
Red Terror 6 - 5 5 3 3 3+2 10 3+ 6” monstrous

Range Strength AP Type Notes


Spinefist 12” As Creature 5 Assault X
Venon Cannon 36” As Creature +2 4 Assault X Glancing Against Vehicles
Poison Spore Mine 48” As Target 4 Heavy 1 Ord Blast
Frag Spore Mine 48” 4 5 Heavy 1 Ord Blast
Acid Spore Mine 48” 3 3 Heavy 1 Template

Shoot the Big Ones Lash Whip


In his shooting phase, the opposing player may always All enemy models in base contact with one or more
fire ata ny tyranid unit within range. Line of sight creatures equipped with lash whips reduce their number
is only blocked by terrain, vehicles, and other close of attacks by 1, to a minimum of 1.
combats.
Gigantic Crushing Claws
Tyranid Monstrous Creatures Old One Eye Has D^ attacks in close combat Due to his
tyranid monstrous creatures can join broods of other huge claws (+1 attack if charing)
creatures, but may still be targeted seperately unless the
unit contains tyrant guard. A unit is limited to moving Regenerate
and assaulting at the speed of the slowest creature. At the end of each tyranid turn, Old One Eye regains
one lost wound. If Old One Eye is killed mark the spot
Tyranid monstrous creatures are fearless and never and roll a D6 at the end of the next tyranid turn. On
have to fall back. They are assumed to automatically a roll of 4 or more Old One Eye rears back to its feet. If
pass any Morale checks they are required to take, even there is an enemy within 3” then automatically engage
against attacks which normally force their target to them in close combat.
fall back with no test taken. They cannot be pinned.

Tyranid Monstrous creatures can always choose to


Fast
Red Terror moves 9” in the movement phase, and can
allocate their close combat attacks against specific
move in assault up to 9”. When rolling for distance
enemy models that are in base to base contact with
moved through difficult terrain add +3 to the highest
them, or choose to shoot at a different target to the
roll. The Red Terror also rolls 3D6 for fal back and
unit they have joined.
pursuit distances.
Tyranid monstrous creatures may re-roll the dice for
moving through difficult terrain unless they have Swallow Whole
joined a unit. Combined with the fast and deadly rule The Red Terror can swallow models whole. If Red Terror
above, this means they will generally be rolling 3D6 hits with 4 or more of its atatcks in the assault phase,
with a re-roll when moving through difficult ground. it can choose to swallow a single enemy model in base
to base contact. If you choose to have it swallow the
Tyranid monstrous creatuees ignore enemy armour saves enemy, none of the other hits are scored. No roll to
in close combat and roll S+2D6 for armour penetration wound is made, armour and invulnerable saving rolls
against vehicles in close combat do not apply and wargear such as bionics cannot save
the vitim. Models with strength and or toughness of 5
Tyranid monstrous creatures count as a unit of troops or more (including increases for chaos marks, etc), Bikes
for victory conditions, so they can capture table and calvary, and anything with an armour value such
quarters, hold objectives, or count as surviving troops as dreadnoughts and vehicles cannot be swallowed.
in a meat grinder battle.

Living Artillery
For the purpose of mission objectives, living artillery
cannot capture table quarters, hold objectives, or
count as surviving troops ina Meat Grinder battle.

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