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This document outlines a Tyranid army roster for Warhammer 40,000 10th Edition, detailing various units, their abilities, and configurations. Key features include the Synapse rule, which enhances unit performance, and specific abilities for characters like the Neurotyrant and Winged Tyranid Prime. The roster totals 1,255 points and includes various infantry and monster units with unique weapons and abilities.

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

V List 30

This document outlines a Tyranid army roster for Warhammer 40,000 10th Edition, detailing various units, their abilities, and configurations. Key features include the Synapse rule, which enhances unit performance, and specific abilities for characters like the Neurotyrant and Winged Tyranid Prime. The roster totals 1,255 points and includes various infantry and monster units with unique weapons and abilities.

Uploaded by

Vlasis Komninos
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Tyranid 1250pts (Warhammer 40,000 10th Edition) [1,255pts]

Army Roster (Xenos - Tyranids) [1,255pts]

Rules: Synapse

Configuration

Battle Size

Selections: 2. Strike Force (2000 Point limit)

Categories: Configuration

Detachment

Selections: Assimilation Swarm

Categories: Configuration

Abilities: Feed the Swarm

Abilities Description Ref

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.

Show/Hide Options
- GENESTEALERS

Vicious Insight While this model is leading a unit, weapons equipped by models in
that unit have the [DEVASTATING WOUNDS] ability.

Melee Weapons Range A WS S AP D Keywords Ref

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


Devastating Wounds, Twin-linked

Unit M T SV W LD OC Ref

Broodlord 8" 5 4+ 6 7+ 1

Neurotyrant [115pts]

Selections: Biophagic Flow (Aura) [10pts], Neurotyrant claws and lashes, Psychic
scream, Warlord

Categories: Character, Monster, Fly, Psyker, Great Devourer, Neurotyrant, Faction:


Tyranids, Synapse, Warlord

Rules: Ignores Cover, Leader, Shadow in the Warp, Synapse, Torrent

Abilities: Biophagic Flow (Aura), Invulnerable Save, Leader, Node Lash (Psychic),
Psychic Terror (Psychic), Synaptic Relays, Melee Weapons: Neurotyrant claws and lashes,
Ranged Weapons: Psychic scream, Unit: Neurotyrant

Abilities Description Ref

Biophagic Flow (Aura) Tyranids model only. While a friendly HARVERSTER model is
within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can
Regenerate one friendly Tyranids unit that is within 9" instead of one within 6".

Invulnerable Save This model has a 4+ invulnerable save.

Leader This model can be attached to the following units:

- NEUROGAUNT

- TYRANT GUARD

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.

Melee Weapons Range A WS S AP D Keywords Ref

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

Ranged Weapons Range A BS S AP D Keywords


Ref

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


Psychic, Torrent

Unit M T SV W LD OC Ref

Neurotyrant 6" 8 4+ 9 7+ 3

Winged Tyranid Prime [85pts]

Selections: Prime Talons, Regenerating Monstrosity [20pts]

Categories: Winged Tyranid Prime, Character, Infantry, Fly, Great Devourer, Faction:
Tyranids, Synapse, Vanguard Invader

Rules: Deep Strike, Leader, Shadow in the Warp, Synapse

Abilities: Alpha Warrior, Death Blow, Leader, Regenerating Monstrosity, Melee


Weapons: Prime Talons, Unit: Winged Tyranid Prime

Abilities Description Ref

Alpha Warrior While this model is leading a unit, weapons equipped by models in
that unit have the [SUSTAINED HITS 1] ability.

Death Blow If this model is destroyed by a melee attack, if it has not fought this
phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after
the attacking model’s unit has finished making its attacks, and is then removed from play.

Leader This model can be attached to the following units:

- GARGOYLES

- TYRANID WARRIORS WITH MELEE BIO-WEAPONS


- TYRANID WARRIORS WITH RANGED BIO-WEAPONS

Regenerating Monstrosity Tyranids model only (excluding MONSTERS models)


The bearer's unit can be regenerated up to twice per phase, instead of once.

Melee Weapons Range A WS S AP D Keywords Ref

Prime Talons Melee 6 2+ 6 -2 2 -

Unit M T SV W LD OC Ref

Winged Tyranid Prime 12" 5 4+ 6 7+ 1

Battleline [150pts]

Gargoyles [150pts]

Genestealers [170pts]

Categories: Faction: Tyranids, Infantry, Great Devourer, Genestealers, Vanguard


Invader

Rules: Scouts 8", Synapse

Abilities: Invulnerable Save, Vanguard Predator

10x Genestealer

Selections: 10x Genestealers claws and talons

Melee Weapons: Genestealers claws and talons, Unit: Genestealers

Abilities Description Ref

Invulnerable Save Models in this unit have a 5+ invulnerable save.

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.

Melee Weapons Range A WS S AP D Keywords Ref

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

Unit M T SV W LD OC Ref
Genestealers 8" 4 5+ 2 7+ 1

Neurogaunts [90pts]

Categories: Infantry, Great Devourer, Neurogaunts, Endless Multitude, Faction:


Tyranids

Rules: Synapse

Abilities: Neurocytes

Neurogant Nodebeast

Selections: Xenos Claws and Teeth

Melee Weapons: Xenos Claws and Teeth, Unit: Neurogaunt Nodebeast

20x Neurogaunt

Selections: 20x Xenos Claws and Teeth

Melee Weapons: Xenos Claws and Teeth, Unit: Neurogaunt

Abilities Description Ref

Neurocytes While this unit is within Synapse Range of your army, it has the
SYNAPSE keyword.

Melee Weapons Range A WS S AP D Keywords Ref

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

Unit M T SV W LD OC Ref

Neurogaunt 6" 3 6+ 1 8+ 1

Neurogaunt Nodebeast 6" 3 6+ 1 8+ 1

Monster [555pts]

Ranged Weapons Range A BS S AP D Keywords


Ref
Bio-plasmic Cannon 36" D6+3 3+ 8 -3 3 Blast, Heavy

Unit M T SV W LD OC Ref

Exocrine 8" 10 3+ 14 8+ 4

Haruspex [125pts]

Selections: Grasping Tongue, Ravenous Maw, Shovelling Claws

Categories: Monster, Great Devourer, Haruspex, Faction: Tyranids, Harvester

Rules: Deadly Demise D3, Extra Attacks, Precision, Synapse

Abilities: Damaged: 1-5 Wounds Remaining, Grisly Spectacle, Melee Weapons:


Ravenous Maw, Shovelling Claws, Ranged Weapons: Grasping Tongue, Unit: Haruspex

Abilities Description Ref

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.

Selections: Massive Scything Talons, Psychic Overload

Categories: Monster, Psyker, Great Devourer, Malceptor, Faction: Tyranids, Synapse

Rules: Blast, Deadly Demise D3, Shadow in the Warp, Synapse

Abilities: Damaged: 1-5 Wounds Remaining, Encephalic Diffusion (Aura, Psychic),


Invulnerable Save, Melee Weapons: ➤ Massive Scything Talons - Strike, ➤ Massive Scything
Talons - Sweep, Ranged Weapons: Psychic Overload, Unit: Maleceptor

Rules: Anti- Psyker 4+, Deadly Demise 1, Devastating Wounds, Feel No Pain, Synapse

Abilities: Bio-stimulus (Aura), Feeding Frenzy, Feel No Pain 5+, Melee Weapons:
Talons and Betentacled Maw, Ranged Weapons: Psycholastic Torrent, Unit: Psychophage
Abilities Description Ref

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.

Feel No Pain 5+ This Model has a 5+ Feel No Pain

Melee Weapons Range A WS S AP D Keywords Ref

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


Ref

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


Cover, Torrent

Unit M T SV W LD OC Ref

Psychophage 8" 9 3+ 10 8+ 3

Force 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. ()

Selection Rules

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. (10th
Edition Core Rules p28)

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. (10th Edition Core
Rules p25)
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). (10th Edition Core Rules p26)

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. (10th Edition Core Rules p23)

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. (10th Edition Core Rules p26)

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. (10th Edition Core Rules p25)

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" as if it were your Movement phase – as can any DEDICATED
TRANSPORT model such a unit starts the battle embarked within (provided only models with
this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves

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