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Tyranids vs Thousand Sons

Posted by on Dec 11, 2018 | 0 comments

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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

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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]

  • Battalion Detachment +5CP (Tyranids) [47 PL, 945pts]

    • No Force Org Slot

      • 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
    • HQ [13 PL, 302pts]

      • 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
    • Troops [34 PL, 643pts]

      • Genestealers [12 PL, 224pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly

        • 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
      • Genestealers [16 PL, 320pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

        Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly

        • 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
      • 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
  • Spearhead Detachment +1CP (Tyranids) [47 PL, 1042pts]

    • No Force Org Slot

      • 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
    • HQ [4 PL, 70pts]

      • 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
    • Troops [5 PL, 115pts]

      • Tyranid Warriors [5 PL, 115pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Troops, Synapse, Infantry

        Abilities: Shadow in the Warp, Synapse

        • 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

        • 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

        • 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
    • Elites [13 PL, 288pts]

      • Hive Guard [13 PL, 288pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Elites, Infantry

        Abilities: Instinctive Behaviour

        • Hive Guard [48pts]

          Selections: Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon

        • Hive Guard [48pts]

          Selections: Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon

        • Hive Guard [48pts]

          Selections: Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon

        • Hive Guard [48pts]

          Selections: Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon

        • Hive Guard [48pts]

          Selections: Impaler Cannon [30pts]

          Unit: Hive Guard, Weapon: Impaler Cannon

        • 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
    • Fast Attack [3 PL, 70pts]

      • Gargoyles [3 PL, 70pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Fast Attack, Fly, Infantry

        Abilities: Hail of Living Ammunition, Instinctive Behaviour, Swooping Assault

        • 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
    • Heavy Support [22 PL, 499pts]

      • 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

        • 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
      • Carnifexes [6 PL, 133pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Carnifex, Monster, Heavy Support

        Abilities: Instinctive Behaviour, Living Battering Ram, Monstrous Brood

        • 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
      • Carnifexes [6 PL, 133pts]

        Categories: Faction: <Hive Fleet>, Faction: Tyranids, Carnifex, Monster, Heavy Support

        Abilities: Instinctive Behaviour, Living Battering Ram, Monstrous Brood

        • 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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