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Battle Size Strike Force (2000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Legends are visible
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
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
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
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:
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
Feeder Tendrils
Each time this model destroys an enemy Character model, you gain 1CP.
Invulnerable Save
While a friendly TYRANIDS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
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
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.
While a friendly TERMAGANTS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Bounding Leap
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
Guardian Organism
While a CHARACTER model is leading this unit, that Character has the Feel No Pain 5+ 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.
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.
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
Tervigon 8" 11 2+ 16 7+ 5
Hormagaunts 10" 3 5+ 1 8+ 2
Termagants 6" 3 5+ 1 8+ 2
Venomthropes 6" 5 4+ 3 8+ 1
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