Tyranid 1250pts (Warhammer 40,000 10th Edition) [1,255pts]
Army Roster (Xenos - Tyranids) [1,255pts]
Rules: Synapse
Configuration
Battle Size
Abilities Description Ref
- 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
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications
are visible
Categories: Configuration
Character [290pts]
Broodlord [90pts]
Selections: Broodlord Claws and Talons
Categories: Infantry, Character, Psyker, Broodlord, Faction: Tyranids, Great Devourer,
Vanguard Invader
Rules: Devastating Wounds, Leader, Scouts 8", Synapse, Twin-linked
Abilities: Hypnotic Gaze (Psychic), Invulnerable Save, Leader, Vicious Insight, Melee
Weapons: Broodlord Claws and Talons, Unit: Broodlord
Abilities Description Ref
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 This model has a 4+ invulnerable save.
Leader This model can be attached to the following unit:
- 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]
Categories: Battleline, Infantry, Fly, Gargoyles, Great Devourer, Faction: Tyranids,
Endless Multitude, Vanguard Invader
Rules: Synapse
Abilities: Winged Swarm
20x Gargoyles
Selections: 20x Blinding Venom, 20x Fleshborer
Rules: Assault
Melee Weapons: Blinding Venom, Ranged Weapons: Fleshborer, Unit: Gargoyles
Abilities Description Ref
Winged Swarm In your Shooting phase, after this unit has shot, if it is not within
Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does,
until the end of the turn, this unit is not eligible to declare a charge.
Melee Weapons Range A WS S AP D Keywords Ref
Blinding Venom Melee 1 4+ 3 0 1 -
Ranged Weapons Range A BS S AP D Keywords
Ref
Fleshborer 18" 1 4+ 5 0 1 Assault
Unit M T SV W LD OC Ref
Gargoyles 12" 3 6+ 1 8+ 2
Infantry [260pts]
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]
Exocrine [135pts]
Selections: Bio-plasmic Cannon, Powerful Limbs
Categories: Monster, Great Devourer, Exocrine, Faction: Tyranids
Rules: Blast, Deadly Demise D3, Heavy, Synapse
Abilities: Damaged: 1-5 Wounds Remaining, Symbiotic Targeting, Melee Weapons:
Powerful Limbs, Ranged Weapons: Bio-plasmic Cannon, Unit: Exocrine
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.
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.
Melee Weapons Range A WS S AP D Keywords Ref
Powerful Limbs Melee 3 3+ 7 0 2 -
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.
Grisly Spectacle Each time this model is selected to fight, after resolving its attacks, if
one or more enemy units were destroyed by those attacks, each enemy unit within 6" of this
model must take a Battle-shock test.
Melee Weapons Range A WS S AP D Keywords Ref
Ravenous Maw Melee 14 3+ 7 -1 2 -
Shovelling Claws Melee 4 3+ 14 -2 D6+1 Extra Attacks
Ranged Weapons Range A BS S AP D Keywords
Ref
Grasping Tongue 12" 1 3+ 6 -2 D6+1 Precision
Unit M T SV W LD OC Ref
Haruspex 8" 11 3+ 14 8+ 4
Maleceptor [170pts]
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
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.
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.
Invulnerable Save This model has a 4+ invulnerable save.
Melee Weapons Range A WS S AP D Keywords Ref
➤ Massive Scything Talons - Strike Melee 3 3+ 9 -2
D6+1 -
➤ Massive Scything Talons - Sweep Melee 6 3+ 7 -1 2
-
Ranged Weapons Range A BS S AP D Keywords
Ref
Psychic Overload 18" D6+3 3+ 10 -2 3 Blast,
Psychic
Unit M T SV W LD OC Ref
Maleceptor 8" 11 3+ 14 7+ 4
Psychophage [125pts]
Selections: Psycholastic Torrent, Talons and Betentacled Maw
Categories: Monster, Great Devourer, Psychophage, Faction: Tyranids, Harvester
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)
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"). (10th Edition Core Rules p23)
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"). (10th Edition Core Rules p23)
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. (10th
Edition Core Rules p39)
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 (10th Edition
Core Rules p28)
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. (10th Edition Core Rules p28)
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)
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.
(10th Edition Core Rules p39)
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. (10th Edition Core Rules p26)
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. ()
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. ()