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Xenos - Tyranids - Bugs - (1960 pts)

Army Roster (Xenos - Tyranids) (1960 pts)


Rules: Synapse

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Assimilation Swarm

Abilities: Feed the Swarm

Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible

Epic Hero (70 pts)


Deathleaper (1) Rules: Fights First, Infiltrators, Lone Operative, Stealth, Synapse, Precision
(70 pts) Unit: Deathleaper
Abilities: Fear of the Unseen (Aura), Hunter Organism, Feeder Tendrils, Invulnerable Save
Melee Weapons: Lictor Claws and Talons

Character (425 pts)


Hive Tyrant (1) Monstrous Scything Talons, Monstrous Bonesword and Lash Whip, Warlord
(235 pts)
Rules: Deadly Demise D3, Shadow in the Warp, Synapse, Leader, Twin-linked, Extra Attacks
Unit: Hive Tyrant
Abilities: Onslaught (Aura, Psychic), Invulnerable Save, Will of the Hive Mind, Leader
Melee Weapons: Monstrous bonesword and lash whip, Monstrous Scything Talons

Tervigon (1) Massive Crushing Claws


(190 pts)
Rules: Deadly Demise D6, Shadow in the Warp, Synapse
Unit: Tervigon
Abilities: Spawn Termagants, Brood Progenitor (Aura, Psychic), Damaged: 1-5 Wounds Remaining
Ranged Weapons: Stinger Salvoes
Melee Weapons: Massive Crushing Claws

Battleline (125 pts)


Hormagaunts (10) • 10x Hormagaunts
(65 pts)
Rules: Synapse
Abilities: Bounding Leap
Unit: Hormagaunts
Melee Weapons: Hormagaunt talons

Termagants (10) • 10x Termagants: Fleshborer


(60 pts)
Rules: Synapse, Assault
Abilities: Skulking Horrors
Unit: Termagants
Melee Weapons: Chitnous Claws and Teeth
Ranged Weapons: Fleshborer

Infantry (500 pts)


Tyranid Warriors with Melee Bio-Weapons • Tyranid Prime
(6) • 5x Tyranid Warrior
(170 pts)
Rules: Shadow in the Warp, Synapse, Twin-linked
Abilities: Adaptive Instincts
Unit: Tyranid Warrior
Melee Weapons: Tyranid Warrior Claws and Talons

Tyrant Guard (6) • 6x Tyrant Guard: Crushing Claws and Rending Claws
(190 pts)
Rules: Synapse, Twin-linked
Abilities: Guardian Organism
Unit: Tyrant Guard
Melee Weapons: Crushing Claws and Rending Claws

Venomthropes (3) • 3x Venomthrope


(70 pts)
Rules: Stealth, Synapse, Anti- infantry 2+
Abilities: Foul Spores (Aura)
Unit: Venomthropes
Melee Weapons: Toxic Lashes
Venomthropes (3) • 3x Venomthrope
(70 pts)
Rules: Stealth, Synapse, Anti- infantry 2+
Abilities: Foul Spores (Aura)
Unit: Venomthropes
Melee Weapons: Toxic Lashes

Beast (50 pts)


Mucolid Spores (1) • Mucolid Spore
(50 pts)
Rules: Deep Strike, Synapse
Abilities: Bio-minefield, Floating Death
Unit: Mucolid Spore

Monster (790 pts)


Carnifexes (1) • Carnifex: Carifex Extra Scything Talons, Carnifex Crushing Claws, Spine Banks, Bio-plasma
(125 pts)
Rules: Deadly Demise 1, Synapse, Blast, Assault, Extra Attacks
Abilities: Blistering Assault
Unit: Carnifex
Melee Weapons: Xenos Claws and Teeth, Carnifex Crushing Claws, Carifex Extra Scything Talons
Ranged Weapons: Bio-plasma, Spine Banks

Maleceptor (1) Rules: Deadly Demise D3, Shadow in the Warp, Synapse, Blast
(170 pts) Unit: Maleceptor
Abilities: Encephalic Diffusion (Aura, Psychic), Damaged: 1-5 Wounds Remaining, Invulnerable Save
Ranged Weapons: Psychic Overload
Melee Weapons: '¤ Massive Scything Talons - Strike, '¤ Massive Scything Talons - Sweep

Screamer-killer (1) Rules: Deadly Demise 1, Synapse, Assault, Blast


(170 pts) Unit: Screamer-killer
Abilities: Death Scream
Ranged Weapons: Bio-plasmic Scream
Melee Weapons: Screamer-killer Talons

Sporocyst (1) Rules: Deadly Demise D3, Synapse


(145 pts) Unit: Sporocyst
Abilities: Seed Mucolids, Hive Defences[1], Hive Defences[2]
Ranged Weapons: Sporocyst Bio-weapon
Melee Weapons: Flensing Whips

Toxicrene (1) Rules: Deadly Demise D3, Synapse, Anti- Infantry 2+


(180 pts) Unit: Toxicrene
Abilities: Grasping Tendrils, Hypertoxic Miasma (Aura), Damaged: 1-5 Wounds Remaining
Melee Weapons: Massive Toxic Lashes
Ranged Weapons: Massive Toxic Lashes
Rules:

Synapse If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more SYNAPSE models from
your army, that unit is said to be within Synapse Range of your army. Each time a TYRANIDS unit from your army takes a
Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.

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.

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.

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".

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.

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").

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.

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.

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.

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.

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").

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.

Anti- infantry 2+ 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.

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.

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").

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).

Anti- Infantry 2+ 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.
Abilities

Feed the Swarm

In your Command phase, each HARVESTER unit from your army that is within range of an objective marker you control can Regenerate one friendly
TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates do one of the following:

- One model in that unit regains up to D3 lost wounds


- One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds. If that unit is an ENDLESS MULTITUDE unit, return
up to 3 destroyed models are returned instead.

Fear of the Unseen (Aura)

While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your
opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.

Hunter Organism

This model cannot be your Warlord

Feeder Tendrils

Each time this model destroys an enemy Character model, you gain 1CP.

Invulnerable Save

This model has a 4+ invulnerable save.

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] ability.

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.

Leader

This model can be attached to the following unit:


- TYRANT GUARD

Spawn Termagants

In your Command phase, you can select one friendly TERMAGANTS unit within 6" of this model and return up to D3+3 destroyed TERMAGANT models to
that unit. A TERMAGANTS unit cannot be selected for this ability more than once per phase.

Brood Progenitor (Aura, Psychic)

While a friendly TERMAGANTS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.

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.

Bounding Leap

This unit is eligible to declare a charge in a turn in which it Advanced.

Skulking Horrors

Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or
more enemy units, it can make a Normal move of up to D6".

Adaptive Instincts

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.

Guardian Organism

While a CHARACTER model is leading this unit, that Character has the Feel No Pain 5+ ability

Foul Spores (Aura)


While a friendly TYRANIDS unit is within 6" of this unit, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that
attack. In addition, while a friendly TYRANIDS unit (excluding MONSTERS) is within 6" of this unit, models in that unit have the Stealth ability

Bio-minefield

Enemy units cannot start or end an Advance move within 6" of this unit.

Floating Death

Each time this unit or an enemy unit ends a move, for each model in this unit within 3" of one or more enemy units, select one of those enemy units. That
model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6 that enemy unit suffers D6 mortal wounds.

Blistering Assault

Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit lost one or more wounds as a result of those attacks, this
unit can make a Blistering Assault move. If it does, roll one D6, adding 2 to the result: each model in this unit can be moved a distance in inches up to the
result, but this unit must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement
Range of that enemy unit. Each unit can only make one Blistering Assault move per phase.

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.

Death Scream

In your Shooting phase, after this model has shot, select one unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1
from that test.

Seed Mucolids

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 it's ranged weapons. If it
does, you can add one new MUCOLID SPORES containing 1 model to your army and set it up anywhere on the battlefield that is wholly within 18" of this
model and more than 9" horizontally away from all enemy units.

Hive Defences[1]

You can target this model with the Fire Overwatch stratagem for 0CP, and can do so even if you have already targeted a different unit with that stratagem this
turn. This model can only be targeted with that Stratagem once per turn

Hive Defences[2]

Each time an enemy unit is set up or ends a Normal, Advance or Fall Back move within range of this weapon, if that enemy unit is an eligible target, the bearer
can shoot with this weapon at that unit as if it were your Shooting phase (the bearer can do so up to four times per phase).

Grasping Tendrils

Each time an enemy unit (excluding Titanic units) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, you
can roll one D6: on a 3+, that enemy unit must Remain Stationary instead.

Hypertoxic Miasma (Aura)

At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit
suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
Unit M T SV W LD OC

Deathleaper 8" 6 3+ 7 7+ 1

Hive Tyrant 8" 10 2+ 10 7+ 3

Tervigon 8" 11 2+ 16 7+ 5

Hormagaunts 10" 3 5+ 1 8+ 2

Termagants 6" 3 5+ 1 8+ 2

Tyranid Warrior 6" 5 4+ 3 7+ 2

Tyrant Guard 6" 8 3+ 4 8+ 1

Venomthropes 6" 5 4+ 3 8+ 1

Mucolid Spore 4" 4 7+ 3 8+ 0

Carnifex 8" 9 2+ 8 8+ 3

Maleceptor 8" 11 3+ 14 7+ 4

Screamer-killer 8" 9 2+ 10 8+ 3

Sporocyst - 10 3+ 10 8+ 0

Toxicrene 8" 11 3+ 14 8+ 4

Melee Weapons Range A WS S AP D Keywords

Lictor Claws and Talons Melee 6 2+ 7 -2 2 Precision

Monstrous bonesword and lash whip Melee 6 2+ 9 -2 3 Twin-linked

Monstrous Scything Talons Melee 4 2+ 7 -2 2 Extra Attacks

Massive Crushing Claws Melee 4 4+ 12 -3 D6+1 -

Hormagaunt talons Melee 3 4+ 3 -1 1 -

Chitnous Claws and Teeth Melee 1 4+ 3 0 1 -

Tyranid Warrior Claws and Talons Melee 6 3+ 5 -2 1 Twin-linked

Crushing Claws and Rending Claws Melee 2 4+ 8 -2 2 Twin-linked

Toxic Lashes Melee 5 3+ 3 0 1 Anti-Infantry 2+

Xenos Claws and Teeth Melee 4 4+ 6 0 1 -

Carnifex Crushing Claws Melee 4 4+ 12 -3 D6+1 -

Carifex Extra Scything Talons Melee 2 4+ 9 -2 3 Extra Attacks

'¤ Massive Scything Talons - Strike Melee 3 3+ 9 -2 D6+1 -

'¤ Massive Scything Talons - Sweep Melee 6 3+ 7 -1 2 -

Screamer-killer Talons Melee 10 3+ 10 -2 3 -

Flensing Whips Melee 6 4+ 7 -1 1 -

Massive Toxic Lashes Melee 12 3+ 6 -1 2 Anti-infantry 2+


Ranged Weapons Range A BS S AP D Keywords

Stinger Salvoes 24" 8 3+ 5 0 1 -

Fleshborer 18" 1 4+ 5 0 1 Assault

Bio-plasma 12" D3 4+ 7 -2 1 Assault, Blast

Spine Banks 6" 5 4+ 5 0 1 Assault

Psychic Overload 18" D6+3 3+ 10 -2 3 Blast, Psychic

Bio-plasmic Scream 18" D6+3 4+ 8 -2 1 Assault, Blast

Sporocyst Bio-weapon 24" 10 4+ 5 -1 2 Hive Defences

Massive Toxic Lashes 9" 2D6 3+ 6 -1 2 Anti-infantry 2+

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