0% found this document useful (0 votes)
23 views7 pages

Nids

Uploaded by

ojsims38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
23 views7 pages

Nids

Uploaded by

ojsims38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 7

Xenos - Tyranids - Nids - (1505 pts)

Army Roster (Xenos - Tyranids) (1505 pts)


Rules: Synapse

Configuration
Battle Size Incursion (1000 Point limit)

Detachment Crusher Stampede

Abilities: Enraged Behemoths

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

Character (340 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[1], Will of the Hive Mind
Melee Weapons: Monstrous bonesword and lash whip, Monstrous Scything Talons
Abilities: Leader[1]

Neurotyrant (1) Rules: Shadow in the Warp, Synapse, Leader, Ignores Cover, Torrent
(105 pts) Unit: Neurotyrant
Abilities: Node Lash (Psychic), Psychic Terror (Psychic), Synaptic Relays, Invulnerable Save[1]
Melee Weapons: Neurotyrant claws and lashes
Ranged Weapons: Psychic scream
Abilities: Leader[2]

Battleline (120 pts)


Termagants (10) • 10x Termagants: Fleshborer
(60 pts)
Rules: Synapse, Assault
Abilities: Skulking Horrors
Unit: Termagants (x20) (x20)
Melee Weapons: Chitinous Claws and Teeth (x2) (x2)
Ranged Weapons: Fleshborer (x2) (x2)

Termagants (10) • 10x Termagants: Fleshborer


(60 pts)
Rules: Synapse, Assault
Abilities: Skulking Horrors
Unit: Termagants (x20) (x20)
Melee Weapons: Chitinous Claws and Teeth (x2) (x2)
Ranged Weapons: Fleshborer (x2) (x2)

Infantry (175 pts)


Von Ryan's Leapers (3) • 3x Von Ryan's Leaper
(75 pts)
Rules: Stealth, Fights First, Infiltrators, Synapse
Abilities: Pouncing Leap, Invulnerable Save[2]
Unit: Von Ryan's Leaper (x3) (x3)
Melee Weapons: Leaper's Talons

Zoanthropes (3) • 2x Zoanthrope


(100 pts) • Neurothrope

Rules: Shadow in the Warp, Synapse, Blast, Lethal Hits


Abilities: Spirit Leech (Aura, Psychic), Warp Field (Aura, Psychic), Invulnerable Save[1]
Unit: Neurothrope, Zoanthrope (x2) (x2)
Ranged Weapons: Warp Blast - Witchfire (x2) (x4), Warp Blast - Focused Witchfire (x2) (x4)
Melee Weapons: Xenos claws and teeth (x2) (x4)

Monster (870 pts)


Carnifexes (2) • 2x Carnifex: Carnifex Scything Talons, Heavy Venom Cannon, Spine Banks, Bio-plasma
(250 pts)
Rules: Deadly Demise 1, Synapse, Blast, Assault
Abilities: Blistering Assault
Unit: Carnifex (x4) (x4)
Melee Weapons: Xenos Claws and Teeth (x2) (x2), Carifex Scything Talons (x2) (x2)
Ranged Weapons: Bio-plasma (x2) (x2), Spine Banks (x2) (x2), Heavy Venom Cannon (x2) (x2)
Carnifexes (2) • 2x Carnifex: Carnifex Scything Talons, Heavy Venom Cannon, Spine Banks, Bio-plasma
(250 pts)
Rules: Deadly Demise 1, Synapse, Blast, Assault
Abilities: Blistering Assault
Unit: Carnifex (x4) (x4)
Melee Weapons: Xenos Claws and Teeth (x2) (x2), Carifex Scything Talons (x2) (x2)
Ranged Weapons: Bio-plasma (x2) (x2), Spine Banks (x2) (x2), Heavy Venom Cannon (x2) (x2)

Norn Emissary (1) Rules: Deadly Demise D6, Shadow in the Warp, Synapse, Feel No Pain 4+, Extra Attacks, Melta 2, Blast,
(275 pts) Psychic
Unit: Norn Emissary
Abilities: Singular Purpose, Unnatural Resistance, Invulnerable Save[1], Damaged: 1-5 Wounds Remaining
Melee Weapons: Monsterous Rending Talons, Monsterous Scything Talons
Ranged Weapons: Psychic Tendril - Neuroparasite, Psychic Tendril, Psychic Tendril - Blast

Psychophage (1) Rules: Feel No Pain, Deadly Demise 1, Synapse, Anti- Psyker 4+, Devastating Wounds
(95 pts) Unit: Psychophage
Abilities: Feel No Pain 5+, Bio-stimulus (Aura), Feeding Frenzy
Ranged Weapons: Psycholastic Torrent
Melee Weapons: Talons and Betentacled Maw
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.

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. 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 successfully 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.

Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.

Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.

Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.

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 one or more
Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes
attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The
number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is
explicitly specified in that rule.

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.

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.

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.

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.

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).

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.

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").

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.

Feel No Pain 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.

Anti- Psyker 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.

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. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Abilities

Enraged Behemoths

Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add
1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding
Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.

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.

Invulnerable Save[1]

This model has a 4+ 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.

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.

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.

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.

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".

Pouncing Leap

You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this
phase.

Invulnerable Save[2]

This Unit has a 6+ Invulnerable Save

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.

Warp Field (Aura, Psychic)

While a friendly TYRANIDS unit is within 6" of this unit, models in that unit have a 6+ invulnerable save.

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.

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.

Unnatural Resistance
This model has the Feel No Pain 4+ ability against Mortal Wounds.

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.

Feel No Pain 5+

This Model has a 5+ Feel No Pain

Bio-stimulus (Aura)

While a friendly Tyranids unit is within 6" of this model, models in that unit have the Feel No Pain 6+ ability.

Feeding Frenzy

Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half strength,
add 1 to the Wound roll as well.

Unit M T SV W LD OC

Hive Tyrant 8" 10 2+ 10 7+ 3

Neurotyrant 6" 8 4+ 9 7+ 3

Termagants (x20) (x20) 6" 3 5+ 1 8+ 2

Von Ryan's Leaper (x3) (x3) 10" 5 4+ 3 8+ 1

Neurothrope 5" 5 5+ 3 7+ 1

Zoanthrope (x2) (x2) 5" 5 5+ 3 7+ 1

Carnifex (x4) (x4) 8" 9 2+ 8 8+ 3

Norn Emissary 10" 11 2+ 16 7+ 5

Psychophage 8" 9 3+ 10 8+ 3

Melee Weapons Range A WS S AP D Keywords

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

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

Neurotyrant claws and lashes Melee 6 3+ 5 0 1 -

Chitinous Claws and Teeth (x2) (x2) Melee 1 4+ 3 0 1 -

Leaper's Talons Melee 6 3+ 5 -1 1 -

Xenos claws and teeth (x2) (x2) Melee 2 5+ 3 0 1 -

Xenos Claws and Teeth (x2) (x2) Melee 4 4+ 6 0 1 -

Carifex Scything Talons (x2) (x2) Melee 6 4+ 9 -2 3 -

Monsterous Rending Talons Melee 4 2+ 7 -2 2 Extra Attacks

Monsterous Scything Talons Melee 6 2+ 9 -2 3 -

Talons and Betentacled Maw Melee D6+1 3+ 6 -1 2 Anti-psyker 4+, Devastating Wounds
Ranged Weapons Range A BS S AP D Keywords

Psychic scream 18" 2D6 N/A 5 -1 2 Ignores Cover, Psychic, Torrent

Fleshborer (x2) (x2) 18" 1 4+ 5 0 1 Assault

Warp Blast - Witchfire (x2) (x2) 24" D3 3+ 7 -2 D3 Blast, Psychic

Warp Blast - Focused Witchfire (x2) (x2) 24" 1 3+ 12 -3 D6+1 Lethal Hits, Psychic

Bio-plasma (x2) (x2) 12" D3 4+ 7 -2 1 Assault, Blast

Spine Banks (x2) (x2) 6" 5 4+ 5 0 1 Assault

Heavy Venom Cannon (x2) (x2) 36 D3 4+ 9 -2 3 Blast

Psychic Tendril - Neuroparasite 18" 2 2+ 8 -2 D3 Precision, Psychic

Psychic Tendril 18" 2 2+ 12 -3 D6 Melta 2, Psychic

Psychic Tendril - Blast 18" 2D6 2+ 6 -2 1 Blast, Psychic

Psycholastic Torrent 12" D6 N/A 6 -1 1 Ignores Cover, Torrent

Abilities

Leader[1]

This model can be attached to the following unit:


- TYRANT GUARD

Leader[2]

This model can be attached to the following units:


- NEUROGAUNT
- TYRANT GUARD
- ZOANTHROPES

You might also like