Warhammer 40K Battle Report – Tyranids vs Thousand Sons 2000 pts
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Warhammer 40,000 8th Edition Battle Report – 062
Tyranids [Joshua] vs Thousand Sons [Milan]
Location: The Carcosa Club, Brooklyn, New York
Game Size: 2000 pts
Army Lists can be found at https://www.battle-report.com/
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Army List – Thousand Sons
++ Battalion Detachment +5CP (Chaos – Thousand Sons) [31 PL, 576pts] ++
+ HQ +
Ahriman on Disc of Tzeentch [9 PL, 166pts]: Death Hex, Warptime, Weaver of Fates
Daemon Prince of Tzeentch [9 PL, 180pts]: 5. Otherworldly Prescience, Diabolic Strength, Gaze of Fate, Malefic talon, Warlord, Wings
+ Troops +
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Chaos Cultists [3 PL, 40pts]: 9x Chaos Cultist w/ Autogun
. Cultist Champion: Autogun
Tzaangors [7 PL, 150pts]: Brayhorn, 19x Tzaangor w/ Tzaangor Blades
. Twistbray: Tzaangor blades
++ Vanguard Detachment +1CP (Chaos – Thousand Sons) [51 PL, 978pts] ++
+ HQ +
Exalted Sorcerer on Disc of Tzeentch [8 PL, 147pts]: Dark Matter Crystal, Force stave, Plasma pistol, Prescience, Temporal Manipulation
+ Elites +
Hellforged Contemptor Dreadnought [10 PL, 163pts]: Tzeentch
. Left Arm: Butcher cannon
. Right Arm: Butcher cannon
Scarab Occult Terminators [11 PL, 238pts]: Hellfyre Missile Rack
. Scarab Occult Sorcerer: Force stave, Inferno Combi-bolter, Temporal Manipulation
. 3x Terminator: 3x Inferno Combi-bolter, 3x Powersword
. Terminator w/ Heavy Weapon: Power sword, Soulreaper cannon
Tzaangor Shaman [5 PL, 90pts]: Force stave, Weaver of Fates
+ Heavy Support +
Chaos Predator [9 PL, 190pts]: Twin lascannon
. Two lascannons: 2x Lascannon
Mutalith Vortex Beast [8 PL, 150pts]
++ Super-Heavy Auxiliary Detachment (Chaos – Thousand Sons) [23 PL, 445pts] ++
+ Lord of War +
Magnus the Red [23 PL, 445pts]: Bolt of Change, Doombolt, Infernal Gateway
++ Total: [105 PL, 1999pts] ++
Army List – Tyranids
Joshua’s Tyranids (Warhammer 40,000 8th Edition) [94 PL, 1987pts]
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Battalion Detachment +5CP (Tyranids) [47 PL, 945pts]
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No Force Org Slot
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Hive Fleet
Selections: Kraken
Categories: No Force Org Slot
Abilities: Hive Fleet Adaptations, Questing Tendrils
Abilities Description Ref Hive Fleet Adaptations If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table. Codex: Tyranids p116 Questing Tendrils When a unit with this adaption Advances, roll three dice and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn. Codex: Tyranids p117
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HQ [13 PL, 302pts]
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Broodlord [8 PL, 162pts]
Selections: Chameleonic Mutation, Power: Catalyst, Warlord, Warlord Trait: Adaptive Biology
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Genestealer, Character, Infantry, Psyker, Synapse, Warlord
Abilities: Adaptive Biology, Brood Telepathy, Chameleonic Mutation, Lightning Reflexes, Shadow in the Warp, Swift and Deadly, Synapse, Psychic Power: Catalyst, Psyker: Broodlord, Unit: Broodlord, Weapon: Monstrous Rending Claws
Abilities Description Ref Adaptive Biology From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1. Codex: Tyranids p124 Brood Telepathy You can add 1 to hit rolls in the Fight phase for <HIVE FLEET> Genestealer units within 6″ of and friendly <HIVE FLEET> Broodlords. Codex: Tyranids p84 Chameleonic Mutation KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model. Codex: Tyranids p122 Lightning Reflexes Models in this unit have a 5+ invulnerable save. Codex: Tyranids p89 Shadow in the Warp Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18″ of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Swift and Deadly Models in this unit can charge even if they Advanced during its turn. Codex: Tyranids p89 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12″ of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Psychic Power Warp Charge Range Details Ref Catalyst 6 18″ Select a friendly TYRANIDS unit within 18″ of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. Codex: Tyranids p121 Psyker Cast Deny Powers Known Other Ref Broodlord 1 1 Smite + 1 Hive Mind – Unit M WS BS S T W A Ld Save Ref Broodlord 8″ 2+ – 5 5 6 6 10 4+/5++ Codex: Tyranids p84 Weapon Range Type S AP D Abilities Ref Monstrous Rending Claws Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. Codex: Tyranids p111 -
Malanthropes [5 PL, 140pts]
Selections: Malanthrope [140pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, HQ, Monster, Character, Fly
Abilities: Enhanced Toxic Miasma, Monstrous Brood, Prey Adaption, Shadow in the Warp, Shrouding Spores (Malanthrope), Synapse
Abilities Description Ref Enhanced Toxic Miasma At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of any Malanthropes. On a 4+, that unit suffers a mortal wound. Imperial Armour – Index: Xenos p17 Monstrous Brood The first time this unit is set up on the battlefield, all of its models must be placed within 6″ of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. Codex: Tyranids p102 Prey Adaption If the last model in an enemy unit is slain within 1″ of a Malanthrope n the Fight phase, all models in your army with the same <HIVE FLEET> keyword as the Malanthrope may re-roll hit rolls of 1 against all models with any of the same Faction keywords as the slain enemy. Imperial Armour – Index: Xenos p17 Shadow in the Warp Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18″ of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Shrouding Spores (Malanthrope) Your opponent must subtract 1 from hit rolls for ranged weapons that target <HIVE FLEET> units within 3″ of any friendly <HIVE FLEET> Malanthropes. This penalty is not cumulative with the same penalty from VENOMTHROPES. Imperial Armour – Index: Xenos p17 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12″ of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Malanthrope 5″ 4+ 4+ 4 5 9 4 9 5+ Imperial Armour – Index: Xenos p17 Weapon Range Type S AP D Abilities Ref Grasping Tail Melee Melee User -1 D3 – Imperial Armour – Index: Xenos p83
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Troops [34 PL, 643pts]
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Genestealers [12 PL, 224pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops
Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly
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14x Genestealer [224pts]
Selections: 14x Rending Claws [28pts], 14x Toxin Sacs [56pts]
Abilities: Toxin Sacs, Unit: Genestealer, Weapon: Rending Claws
Abilities Description Ref Flurry of Claws Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. Codex: Tyranids p89 Infestation If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9″ of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6″ of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed. Codex: Tyranids p89 Lightning Reflexes Models in this unit have a 5+ invulnerable save. Codex: Tyranids p89 Swift and Deadly Models in this unit can charge even if they Advanced during its turn. Codex: Tyranids p89 Toxin Sacs Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. Codex: Tyranids p113 Unit M WS BS S T W A Ld Save Ref Genestealer 8″ 3+ 4+ 4 4 1 3 9 5+/5++ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Codex: Tyranids p111 -
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Genestealers [16 PL, 320pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops
Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly
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20x Genestealer [320pts]
Selections: 20x Rending Claws [40pts], 20x Toxin Sacs [80pts]
Abilities: Toxin Sacs, Unit: Genestealer, Weapon: Rending Claws
Abilities Description Ref Flurry of Claws Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. Codex: Tyranids p89 Infestation If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9″ of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6″ of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed. Codex: Tyranids p89 Lightning Reflexes Models in this unit have a 5+ invulnerable save. Codex: Tyranids p89 Swift and Deadly Models in this unit can charge even if they Advanced during its turn. Codex: Tyranids p89 Toxin Sacs Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. Codex: Tyranids p113 Unit M WS BS S T W A Ld Save Ref Genestealer 8″ 3+ 4+ 4 4 1 3 9 5+/5++ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Rending Claws Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Codex: Tyranids p111 -
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Ripper Swarms [2 PL, 33pts]
Selections: 3x Ripper Swarm [33pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Swarm
Abilities: Burrowers, Instinctive Behaviour
Abilities Description Ref Burrowers During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield – set them up anywhere that is more than 9″ from any enemy models. Codex: Tyranids p91 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Ripper Swarm 6″ 5+ 5+ 3 3 3 4 4 6+ Codex: Tyranids p91 Weapon Range Type S AP D Abilities Ref Claws and Teeth Melee Melee User 0 1 – Codex: Tyranids p111 -
Ripper Swarms [2 PL, 33pts]
Selections: 3x Ripper Swarm [33pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Swarm
Abilities: Burrowers, Instinctive Behaviour
Abilities Description Ref Burrowers During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield – set them up anywhere that is more than 9″ from any enemy models. Codex: Tyranids p91 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Ripper Swarm 6″ 5+ 5+ 3 3 3 4 4 6+ Codex: Tyranids p91 Weapon Range Type S AP D Abilities Ref Claws and Teeth Melee Melee User 0 1 – Codex: Tyranids p111 -
Ripper Swarms [2 PL, 33pts]
Selections: 3x Ripper Swarm [33pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Swarm
Abilities: Burrowers, Instinctive Behaviour
Abilities Description Ref Burrowers During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield – set them up anywhere that is more than 9″ from any enemy models. Codex: Tyranids p91 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Ripper Swarm 6″ 5+ 5+ 3 3 3 4 4 6+ Codex: Tyranids p91 Weapon Range Type S AP D Abilities Ref Claws and Teeth Melee Melee User 0 1 – Codex: Tyranids p111
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Spearhead Detachment +1CP (Tyranids) [47 PL, 1042pts]
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No Force Org Slot
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Hive Fleet
Selections: Kronos
Categories: No Force Org Slot
Abilities: Bio-barrage, Hive Fleet Adaptations
Abilities Description Ref Bio-barrage You can re-roll hit rolls of 1 for units with this adaption in your Shooting phase if they did not move in the preceding Movement phase. Codex: Tyranids p117 Hive Fleet Adaptations If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table. Codex: Tyranids p116
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HQ [4 PL, 70pts]
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Neurothrope [4 PL, 70pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fly, HQ, Psyker, Infantry, Character, Synapse, Zoanthrope
Abilities: Shadow in the Warp, Spirit Leech, Synapse, Warp Field, Warp Siphon, Psyker: Neurothrope, Unit: Neurothrope, Weapon: Claws and Teeth
Abilities Description Ref Shadow in the Warp Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18″ of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Spirit Leech Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6″. Codex: Tyranids p87 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12″ of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Warp Field Models in this unit have a 3+ invulnerable save. Codex: Tyranids p87 Warp Siphon You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6″ of this model. Codex: Tyranids p87 Psyker Cast Deny Powers Known Other Ref Neurothrope 2 1 Smite + 1 Hive Mind – Unit M WS BS S T W A Ld Save Ref Neurothrope 5″ 4+ 3+ 4 4 5 1 9 5+/3++ Codex: Tyranids p87 Weapon Range Type S AP D Abilities Ref Claws and Teeth Melee Melee User 0 1 – Codex: Tyranids p111
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Troops [5 PL, 115pts]
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Tyranid Warriors [5 PL, 115pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Synapse, Infantry
Abilities: Shadow in the Warp, Synapse
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Tyranid Warrior [32pts]
Selections: Adrenal Glands [1pts], Deathspitter [5pts], Flesh Hooks [2pts], Scything Talons, Toxin Sacs [4pts]
Abilities: Adrenal Glands, Toxin Sacs, Unit: Tyranid Warrior, Weapon: Deathspitter, Flesh Hooks, Scything Talons
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Tyranid Warrior [34pts]
Selections: Adrenal Glands [1pts], Boneswords [2pts], Deathspitter [5pts], Flesh Hooks [2pts], Toxin Sacs [4pts]
Abilities: Adrenal Glands, Toxin Sacs, Unit: Tyranid Warrior, Weapon: Boneswords, Deathspitter, Flesh Hooks
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Tyranid Warrior (Bio-cannon) [49pts]
Selections: Adrenal Glands [1pts], Boneswords [2pts], Flesh Hooks [2pts], Toxin Sacs [4pts], Venom Cannon [20pts]
Abilities: Adrenal Glands, Toxin Sacs, Unit: Tyranid Warrior, Weapon: Boneswords, Flesh Hooks, Venom Cannon
Abilities Description Ref Adrenal Glands If a unit has adrenal glands, add 1″ to the distance it can move when it Advances or charges. Codex: Tyranids p113 Shadow in the Warp Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18″ of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82 Synapse <HIVE FLEET> units automatically pass Morale tests if they are within 12″ of any friendly <HIVE FLEET> units with this ability. Codex: Tyranids p82 Toxin Sacs Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. Codex: Tyranids p113 Unit M WS BS S T W A Ld Save Ref Tyranid Warrior 6″ 3+ 4+ 4 4 3 3 9 4+ Codex: Tyranids p89 Weapon Range Type S AP D Abilities Ref Boneswords Melee Melee User -2 1 A model armed with boneswords can make 1 additional attack with them in the Fight phase. Codex: Tyranids p111 Deathspitter 24″ Assault 3 5 -1 1 – Codex: Tyranids p112 Flesh Hooks 6″ Assault 2 User 0 1 This weapon can be fired within 1″ of an enemy unit, and can target enemy units within 1″ of friendly units. Codex: Tyranids p112 Scything Talons Melee Melee User 0 1 You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights. Codex: Tyranids p111 Venom Cannon 36″ Assault D3 8 -2 D3 – Codex: Tyranids p113 -
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Elites [13 PL, 288pts]
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Hive Guard [13 PL, 288pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry
Abilities: Instinctive Behaviour
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
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Hive Guard [48pts]
Selections: Impaler Cannon [30pts]
Unit: Hive Guard, Weapon: Impaler Cannon
Abilities Description Ref Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Unit M WS BS S T W A Ld Save Ref Hive Guard 5″ 4+ 3+ 4 5 3 2 7 4+ Codex: Tyranids p92 Weapon Range Type S AP D Abilities Ref Impaler Cannon 36″ Heavy 2 8 -2 D3 This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Codex: Tyranids p112 -
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Fast Attack [3 PL, 70pts]
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Gargoyles [3 PL, 70pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Fly, Infantry
Abilities: Hail of Living Ammunition, Instinctive Behaviour, Swooping Assault
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10x Gargoyle [70pts]
Selections: 10x Toxin Sacs [10pts]
Abilities: Toxin Sacs, Unit: Gargoyle, Weapon: Blinding Venom, Fleshborer
Abilities Description Ref Hail of Living Ammunition If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots. Codex: Tyranids p90 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Swooping Assault During deployment you can set this unit up clinging to an ariborne Harridan instead of placing them on the battlefield. At the end of any of your Movemnt phases this unit can swoop down from above – set them up anywhere that is more that 9″ away from any enemy models. Codex: Tyranids p97 Toxin Sacs Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage. Codex: Tyranids p113 Unit M WS BS S T W A Ld Save Ref Gargoyle 12″ 4+ 4+ 3 3 1 1 5 6+ Codex: Tyranids p97 Weapon Range Type S AP D Abilities Ref Blinding Venom Melee Melee 3 0 1 If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn. Codex: Tyranids p111 Fleshborer 12″ Assault 1 4 0 1 – Codex: Tyranids p112 -
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Heavy Support [22 PL, 499pts]
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Biovores [2 PL, 50pts]
Selections: Biovore [50pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Infantry
Abilities: Instinctive Behaviour
Abilities Description Ref Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Spore Mine Launcher Each time a spore mine launcher hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a spore mine launcher misses its target, set up a single <HIVE FLEET> Spore Mine model anywhere within 6″ of the target unit and more than 3″ from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine (pg 99) that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Codex: Tyranids p101 Unit M WS BS S T W A Ld Save Ref Biovore 5″ 4+ 4+ 4 4 4 2 5 4+ Codex: Tyranids p101 Weapon Range Type S AP D Abilities Ref Spore Mine Launcher 48″ Heavy 1 – – – See Spore Mine Launcher Codex: Tyranids p113 -
Biovores [2 PL, 50pts]
Selections: Biovore [50pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Heavy Support, Infantry
Abilities: Instinctive Behaviour
Abilities Description Ref Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Spore Mine Launcher Each time a spore mine launcher hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a spore mine launcher misses its target, set up a single <HIVE FLEET> Spore Mine model anywhere within 6″ of the target unit and more than 3″ from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine (pg 99) that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Codex: Tyranids p101 Unit M WS BS S T W A Ld Save Ref Biovore 5″ 4+ 4+ 4 4 4 2 5 4+ Codex: Tyranids p101 Weapon Range Type S AP D Abilities Ref Spore Mine Launcher 48″ Heavy 1 – – – See Spore Mine Launcher Codex: Tyranids p113 -
Carnifexes [6 PL, 133pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Carnifex, Monster, Heavy Support
Abilities: Instinctive Behaviour, Living Battering Ram, Monstrous Brood
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Carnifex [133pts]
Selections: Bone Mace [2pts], Chitin Thorns [5pts], Enhanced Senses [10pts], Heavy Venom Cannon [25pts], Spore Cysts [10pts], Two Deathspitters with Slimer Maggots [14pts]
Abilities: Chitin Thorns, Enhanced Senses, Spore Cysts, Unit: Carnifex (Enhanced Senses), Weapon: Bone Mace, Deathspitter with Slimer Maggots, Heavy Venom Cannon
Abilities Description Ref Chitin Thorns At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of any models with chitin thorns. On a 6, that unit suffers a mortal wound. Codex: Tyranids p102 Enhanced Senses A Carnifex with enhanced senses has a Balistic Skill characteristic of 3+. Codex: Tyranids p102 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Living Battering Ram When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit with 1″ suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn. Codex: Tyranids p102 Monstrous Brood The first time this unit is set up on the battlefield, all of its models must be placed within 6″ of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. Codex: Tyranids p102 Spore Cysts Your opponent must subtract 1 from thier hit rolls for all ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability. Codex: Tyranids p102 Unit M WS BS S T W A Ld Save Ref Carnifex (Enhanced Senses) 7″ 4+ 3+ 6 7 8 4 6 3+ Codex: Tyranids p102 Weapon Range Type S AP D Abilities Ref Bone Mace Melee Melee 8 -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Codex: Tyranids p111 Deathspitter with Slimer Maggots 24″ Assault 3 7 -1 1 – Codex: Tyranids p112 Heavy Venom Cannon 36″ Assault D3 9 -2 3 – Codex: Tyranids p112 -
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Carnifexes [6 PL, 133pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Carnifex, Monster, Heavy Support
Abilities: Instinctive Behaviour, Living Battering Ram, Monstrous Brood
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Carnifex [133pts]
Selections: Bone Mace [2pts], Chitin Thorns [5pts], Enhanced Senses [10pts], Heavy Venom Cannon [25pts], Spore Cysts [10pts], Two Deathspitters with Slimer Maggots [14pts]
Abilities: Chitin Thorns, Enhanced Senses, Spore Cysts, Unit: Carnifex (Enhanced Senses), Weapon: Bone Mace, Deathspitter with Slimer Maggots, Heavy Venom Cannon
Abilities Description Ref Chitin Thorns At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of any models with chitin thorns. On a 6, that unit suffers a mortal wound. Codex: Tyranids p102 Enhanced Senses A Carnifex with enhanced senses has a Balistic Skill characteristic of 3+. Codex: Tyranids p102 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Living Battering Ram When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit with 1″ suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn. Codex: Tyranids p102 Monstrous Brood The first time this unit is set up on the battlefield, all of its models must be placed within 6″ of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. Codex: Tyranids p102 Spore Cysts Your opponent must subtract 1 from thier hit rolls for all ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability. Codex: Tyranids p102 Unit M WS BS S T W A Ld Save Ref Carnifex (Enhanced Senses) 7″ 4+ 3+ 6 7 8 4 6 3+ Codex: Tyranids p102 Weapon Range Type S AP D Abilities Ref Bone Mace Melee Melee 8 -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Codex: Tyranids p111 Deathspitter with Slimer Maggots 24″ Assault 3 7 -1 1 – Codex: Tyranids p112 Heavy Venom Cannon 36″ Assault D3 9 -2 3 – Codex: Tyranids p112 -
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Carnifexes [6 PL, 133pts]
Categories: Faction: <Hive Fleet>, Faction: Tyranids, Carnifex, Monster, Heavy Support
Abilities: Instinctive Behaviour, Living Battering Ram, Monstrous Brood
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Carnifex [133pts]
Selections: Bone Mace [2pts], Chitin Thorns [5pts], Enhanced Senses [10pts], Heavy Venom Cannon [25pts], Spore Cysts [10pts], Two Deathspitters with Slimer Maggots [14pts]
Abilities: Chitin Thorns, Enhanced Senses, Spore Cysts, Unit: Carnifex (Enhanced Senses), Weapon: Bone Mace, Deathspitter with Slimer Maggots, Heavy Venom Cannon
Abilities Description Ref Chitin Thorns At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of any models with chitin thorns. On a 6, that unit suffers a mortal wound. Codex: Tyranids p102 Enhanced Senses A Carnifex with enhanced senses has a Balistic Skill characteristic of 3+. Codex: Tyranids p102 Instinctive Behaviour Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit. Codex: Tyranids p82 Living Battering Ram When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit with 1″ suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn. Codex: Tyranids p102 Monstrous Brood The first time this unit is set up on the battlefield, all of its models must be placed within 6″ of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit. Codex: Tyranids p102 Spore Cysts Your opponent must subtract 1 from thier hit rolls for all ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability. Codex: Tyranids p102 Unit M WS BS S T W A Ld Save Ref Carnifex (Enhanced Senses) 7″ 4+ 3+ 6 7 8 4 6 3+ Codex: Tyranids p102 Weapon Range Type S AP D Abilities Ref Bone Mace Melee Melee 8 -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Codex: Tyranids p111 Deathspitter with Slimer Maggots 24″ Assault 3 7 -1 1 – Codex: Tyranids p112 Heavy Venom Cannon 36″ Assault D3 9 -2 3 – Codex: Tyranids p112 -
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You forgot that Broodlord can re-roll his failed to wound rolls for having Monstrous Rending Claws. So the Voracious Appetite stratagem wasn’t needed after all and could save you command points. Also Its better to put different warlord trait and relic on a broodlord as he is character under 10 wounds its not really worth it.