Tyranid (1335pts)

Tyranids: Codex (2014) (Combined Arms Detachment) (1335pts)

Selection Rules

Bounding Leap: Units entirely composed of models with this special rule Run an additional 3" (this will
normally be D6+3"). (Codex: Tyranids p42)

Brood Progenitor: All Termagants in units within 12" of the Tervigon have the Counter-attack special rule. (Codex: Tyranids p52)

Brotherhood of Psychers: A unit with this special rule counts as a Mastery Level 1 Psyker. The unit follows all the
normal rules for Psykers, with the following clarifications:

The unit uses the Leadership of its character, if there is one (and he is alive), or the unit,
if there isn’t a character (or he is dead), for Psychic tests. The unit can never use the
Leadership of an Independent Character for Psychic tests.

If the unit suffers the Perils of the Warp, or any other attack that specifically targets
Psykers, it is resolved against the character, if there is one (and he is alive), or against a
random, non-character model in the unit, if there is no character (or he is dead). (Main Rule Book)

Deep Strike: (Warhammer 40k rulebook p36)

Drifting Death: Tyrannocytes cannot Run or charge. They can consolidate but may not make a Sweeping Advance.

Fearless: (Warhammer 40k rulebook p35)

Fleet: (Warhammer 40k rulebook p35)

Instinctive Behaviour - Feed: 1-3 - Cannibalistic Hunger: The unit immediately suffers a number of hits equal to
the number of models in that unit. These hits are resolved using the unit’s majority
Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player
and armour saves (but not cover saves) may be taken. After resolving casualties (if any)
the unit can do nothing else until the end of its turn. Units consisting of only a single
model treat this result as Devour (below), instead.

4-5 - Devour: In the Shooting phase, the unit cannot shoot or Run. In the Assault phase,
if the unit is able to declare a charge, it must do so against the closest viable enemy unit.
If the unit cannot declare a charge, it does nothing in the Assault phase.

6 - Kill: This follows all the rules for Devour (above). In addition, the unit gains the Rage
special rule. (Codex: Tyranids p33)

Instinctive Behaviour - Hunt: 1-3 - Burrow and Hide: The unit immediately Goes to Ground. Units that contain at
least one model with the Fearless special rule treat this result as Prowl (below), instead.

4-5 - Prowl: In the Shooting phase, the unit cannot Run and must instead shoot at the
closest enemy unit that is within range and line of sight of at least one model in the
Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the
Shooting phase. The unit cannot charge in the Assault phase.

6 - Destroy: This follows all the rules for Prowl (above). In addition, the unit gains the
Preferred Enemy special rule. (Codex: Tyranids p33)

Instinctive Fire

Living Battering Ram: When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1. (Codex: Tyranids p52)

Move Through Cover: (Warhammer 40k rulebook p40)

Powers of the Hive Mind: Primaris Power (Dominion) - WC 1 : Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range. If the Psyker doesn't have the Synapse Creature special rule, it gains it for the duration of this power and has a synapse range of 6".

1. Catalyst - WC 1 : A blessing that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule.

2. The Horror - WC 1 : A malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.

3. Onslaught - WC 1 : A blessing that targets a single friendly unit within 24". Whilst this power is in effect, the target unit can both Run and then shoot in its Shooting phase.

4. Paroxysm - WC 1 : A malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).

5. Psychic Scream - WC 1 : A nova power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.

6. Warp Blast - WC 2 : A witchfire power. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Burst : Range - 24" | S5 | AP3 | Assault 1, Blast
Lance : Range - 18" | S10 | AP2 | Assault 1, Lance (Codex: Tyranids)

Psychic Brood: A Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit
has a Mastery Level of 2. In addition, if a Zoanthrope Brood uses the Warp Blast power
(see Codex: Tyranids) the number of shots fired is equal to the number of Zoanthropes
and Neurothropes in that brood.

For example, a brood of three Zoanthropes that successfully manifested Warp Blast
would treat both the Burst and Lance profiles as Assault 3. (Codex: Tyranids p45)

Psyker: (Warhammer 40k rulebook p41)

Shadow in the Warp: All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers
special rules suffer a -3 penalty to their Leadership whilst they are within 12" of one or
more models with the Shadow in the Warp special rule. (Codex: Tyranids p38)

Spawn Termagants: At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is
locked in close combat. If it does so, roll 3D6 – this is the number of models spawned.
Place the new unit of Termagants on the table so that it is wholly within 6" of the
Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of
enemy models. If you cannot place some of the models due to the restrictions above or
because you have run out of Termagant models, the excess is discarded.

The spawned unit cannot move during the Movement phase in which it is spawned, nor
can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a
Tervigon is identical in every way to a Termagant unit chosen from the Troops section of
the army list, and is treated as such for all mission special rules. Models in a spawned
unit are armed with fleshborers and may not purchase options.

If any double is rolled when determining the size of a spawned unit, the Tervigon has
temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but
the Tervigon cannot spawn any further units for the rest of the game. (Codex: Tyranids p52)

Symbiotic Targeting: If an Exocrine does not move in its Movement phase, it gains a
+1 bonus to its Ballistic Skill until the end of its turn. An Exocrine cannot declare a charge
during the same turn that it uses this special rule. (Codex: Tyranids p50)

Synapse Creature: Models with the Synapse Creature special rule have a synapse range of 12". Friendly
Codex: Tyranids models within this synapse range, including the Synapse Creatures
themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back
and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range
before the unit moves, the unit automatically Regroups. (Codex: Tyranids p38)

Synaptic Backlash: If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit
of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 APhits
equal to the result. Cover saves may not be taken against these hits and Wounds are
allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties
have been resolved (if any), remove the Tervigon from play. (Codex: Tyranids p48)

Transport Spore: A Tyrannocyte does not use up a slot on the Force Organisation Slot. It can carry a single unit with the Tyranid Factions and has a Transport Capacity of 20 - Monstrous Creatures count as 20 models for the purpose of Transport Capacity. Declare which unit is being carries during deployment.

A Tyrannocyte always enters play using Deep Strike rules. If when a Tyrannocyte Deep Strikes it lands on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.

Once a Tyrannocyte Deep Strikes the unit carried by it must disembark. Place the unit such that every model is wholly within 6' of their Tyrannocyte and not within 1' of an enemy model or impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but can shoot or run. No unit can embark into a Tyrannocyte for the rest of game.

Very Bulky: Very Bulky models count as three models for the purposes of Transport Capacity.

Warp Field: Zoanthropes have a 3+ invulnerable save. (Codex: Tyranids p45)

Statistics

  Units Models Upgrades
Tyranids: Codex (2014) (Combined Arms Detachment) 9x 1335pts 100% 30x 1185pts 88.76% 43x 200pts 14.98%
No Force Org Slot 1x 75pts 5.61% 0x 0pts 0% 1x 0pts 0%
HQ 2x 425pts 31.83% 2x 425pts 31.83% 9x 65pts 4.86%
Elites 1x 175pts 13.10% 2x 100pts 7.49% 1x 75pts 5.61%
Troops 2x 190pts 14.23% 23x 190pts 14.23% 26x 0pts 0%
Heavy Support 3x 470pts 35.20% 3x 470pts 35.20% 6x 60pts 4.49%
Roster 9x 1335pts 100% 30x 1185pts 88.76% 43x 200pts 14.98%

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