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Caca

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0% found this document useful (0 votes)
18 views8 pages

Caca

Uploaded by

juanjojojo88
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
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Xenos - Tyranids - caca - (1990 pts)

Army Roster (Xenos - Tyranids) (1990 pts)


Rules: Synapse

Configuration
Battle Size Strike Force (2000 Point limit)

Detachment Vanguard Onslaught

Abilities: Questing Tendrils, Vanguard Prime

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

Character (420 pts)


Broodlord (1) Rules: Scouts 8", Synapse, Shadow in the Warp, Leader, Devastating Wounds, Twin-linked
(80 pts) Unit: Broodlord
Abilities: Vicious Insight, Hypnotic Gaze (Psychic), Invulnerable Save (4+)
Melee Weapons: Broodlord Claws and Talons
Abilities: Leader[1]

Hive Tyrant (1) Heavy Venom Cannon, Monstrous Bonesword and Lash Whip, Warlord
(235 pts)
Rules: Deadly Demise D3, Shadow in the Warp, Synapse, Leader, Twin-linked, Blast
Unit: Hive Tyrant
Abilities: Onslaught (Aura, Psychic), Invulnerable Save (4+), Will of the Hive Mind
Melee Weapons: Monstrous bonesword and lash whip
Ranged Weapons: Heavy Venom Cannon
Abilities: Leader[2]

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 (4+)
Melee Weapons: Neurotyrant claws and lashes
Ranged Weapons: Psychic scream
Abilities: Leader[3]

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 (370 pts)


Genestealers (10) • 10x Genestealer
(150 pts)
Rules: Scouts 8", Synapse
Abilities: Vanguard Predator, Invulnerable Save (5+)
Unit: Genestealers (x10) (x10)
Melee Weapons: Genestealers claws and talons

Lictor (1) Rules: Fights First, Infiltrators, Lone Operative, Stealth, Synapse, Precision
(60 pts) Unit: Lictor
Abilities: Pheromone Trail, Feeder Tendrils[1]
Melee Weapons: Lictor Claws and Talons

Neurolictor (1) Rules: Shadow in the Warp, Lone Operative, Infiltrators, Stealth, Synapse, Precision
(90 pts) Unit: Neurolictor
Abilities: Feeder Tendrils[2], Neural Disruption, Psychological Saboteur (Aura), Invulnerable Save (4+)
Melee Weapons: Piercing Claws and Talons
Von Ryan's Leapers (3) • 3x Von Ryan's Leaper
(70 pts)
Rules: Stealth, Fights First, Infiltrators, Synapse
Abilities: Pouncing Leap, Invulnerable Save (6+)
Unit: Von Ryan's Leaper (x3) (x3)
Melee Weapons: Leaper's Talons

Monster (1080 pts)


Exocrine (1) Rules: Deadly Demise D3, Synapse, Heavy, Blast
(135 pts) Abilities: Symbiotic Targeting, Damaged: 1-5 Wounds Remaining
Unit: Exocrine (x2) (x2)
Ranged Weapons: Bio-plasmic Cannon (x2) (x2)
Melee Weapons: Powerful Limbs (x2)[1] (x2)

Exocrine (1) Rules: Deadly Demise D3, Synapse, Heavy, Blast


(135 pts) Abilities: Symbiotic Targeting, Damaged: 1-5 Wounds Remaining
Unit: Exocrine (x2) (x2)
Ranged Weapons: Bio-plasmic Cannon (x2) (x2)
Melee Weapons: Powerful Limbs (x2)[1] (x2)

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 (4+)
Melee Weapons: Massive Scything Talons - Strike, Massive Scything Talons - Sweep
Ranged Weapons: Psychic Overload

Norn Emissary (1) Rules: Deadly Demise D6, Shadow in the Warp, Synapse, Feel No Pain, Extra Attacks, Melta 2, Blast,
(260 pts) Psychic
Unit: Norn Emissary
Abilities: Singular Purpose, Unnatural Resistance, Invulnerable Save (4+), Damaged: 1-5 Wounds Remaining
Melee Weapons: Monstrous rending claws, Monstrous scything talons
Ranged Weapons: Psychic tendril - neuroparasite, Psychic tendril - neurolance, Psychic tendril - neuroblast
Abilities: Feel No Pain 4+

Tyrannofex (1) Fleshborer Hive


(190 pts)
Rules: Deadly Demise D6, Synapse, Heavy, Sustained Hits 1, Twin-linked
Unit: Tyrannofex (x2) (x2)
Abilities: Resilient Organism, Damaged: 1-5 Wounds Remaining
Melee Weapons: Powerful Limbs (x2)[2] (x2)
Ranged Weapons: Stinger Salvoes (x2) (x2), Fleshborer Hive (x2) (x2)

Tyrannofex (1) Fleshborer Hive


(190 pts)
Rules: Deadly Demise D6, Synapse, Heavy, Sustained Hits 1, Twin-linked
Unit: Tyrannofex (x2) (x2)
Abilities: Resilient Organism, Damaged: 1-5 Wounds Remaining
Melee Weapons: Powerful Limbs (x2)[2] (x2)
Ranged Weapons: Stinger Salvoes (x2) (x2), Fleshborer Hive (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 of 2D6.
% Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

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", with the exception that, while making that move, the
distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater
than x".

DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a
unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability
are embarked within that Dedicated Transport model), regardless of how that embarked unit gained this ability (e.g. listed in
their abilities, conferred by an Enhancement or by an attached Character, etc.).

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 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.

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.

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.

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.

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.

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.

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 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.

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.

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.

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’
Abilities

Questing Tendrils

TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. Vanguard Invader units with this ability are eligible to charge in a turn
in which they Advanced.

Vanguard Prime

DEATHLEAPER loses Hunter Organism rule and can be your WARLORD

Vicious Insight

While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] 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 (4+)

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] and [LETHAL HITS] abilities.

Will of the Hive Mind

Once per turn, one model from your army with this ability can use it when a friendly TYRANIDS unit from your army within 12" of that model is targeted with a
Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.

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".

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.

Invulnerable Save (5+)

Models in this unit have a 5+ invulnerable save.

Pheromone Trail

Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.

Feeder Tendrils[1]

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

Feeder Tendrils[2]

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

Neural Disruption

In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test
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.

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 (6+)

Models in this unit have a 6+ invulnerable save.

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.

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.

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.

Resilient Organism

Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.

Unit M T SV W LD OC

Broodlord 8" 5 4+ 6 7+ 1

Hive Tyrant 8" 10 2+ 10 7+ 3

Neurotyrant 6" 8 4+ 9 7+ 3

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

Genestealers (x10) (x10) 8" 4 5+ 2 7+ 1

Lictor 8" 6 4+ 6 7+ 1

Neurolictor 8" 5 4+ 7 7+ 1

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

Exocrine (x2) (x2) 8" 10 3+ 14 8+ 4

Maleceptor 8" 11 3+ 14 7+ 4

Norn Emissary 10" 11 2+ 16 7+ 5

Tyrannofex (x2) (x2) 9" 12 2+ 16 8+ 5


Melee Weapons Range A WS S AP D

Broodlord Claws and Talons Melee 5 2+ 6 -2 2

Devastating Wounds, Twin-linked

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

Twin-linked

Neurotyrant claws and lashes Melee 6 3+ 5 0 1

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

Genestealers claws and talons Melee 4 2+ 4 -2 1

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

Precision

Piercing Claws and Talons Melee 6 2+ 6 -2 1

Precision

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

Powerful Limbs (x2)[1] (x2) Melee 3 3+ 7 0 2

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

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

Monstrous rending claws Melee 4 2+ 7 -2 2

Extra Attacks

Monstrous scything talons Melee 6 2+ 9 -2 3

Powerful Limbs (x2)[2] (x2) Melee 4 3+ 8 0 2

-
Ranged Weapons Range A BS S AP D

Heavy Venom Cannon 36" D3 2+ 9 -2 3

Blast

Psychic scream 18" 2D6 N/A 5 -1 2

Ignores Cover, Psychic, Torrent

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

Assault

Bio-plasmic Cannon (x2) (x2) 36" D6+3 3+ 9 -3 3

Blast, Heavy

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

Blast, Psychic

Psychic tendril - neuroparasite 18" 2 2+ 8 -2 D3

Precision, Psychic

Psychic tendril - neurolance 18" 2 2+ 12 -3 D6

Melta 2, Psychic

Psychic tendril - neuroblast 18" 2D6 2+ 6 -2 1

Blast, Psychic

Stinger Salvoes (x2) (x2) 24" 8 3+ 5 0 1

Fleshborer Hive (x2) (x2) 24" 20 3+ 5 0 1

Heavy, Sustained Hits 1, Twin-linked

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

Abilities

Feel No Pain 4+

This model has the Feel No Pain 4+ ability against mortal wounds.

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