Tyranids Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
Hive Tyrant (HQ) 1 6 3 6 6 4 5 3 10 2+ 211
Tyranid Monstrous Creature; Lash Whip; Venom Cannon; Bio-Plasma Attack; Implant Attack; Acid Blood (x1)
  #Synapse Creature Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. [0]
  #The Horror Any model assaulting the creature must pass a Morale test or may not assault that turn. [0]
  Warp Field 2+ Armour Save. [25]
  Warp Blast Can make shooting attack (24"R, S5, AP3, Assault 1 Blast); Or, by passing a Psychic test, (18"R, S10, AP2, Assault 1). [20]
Lictors (Elites) 1 6 - 6 4 3 6 3 10 5+ 80
Deploy as separate & independent models; Secret Deployment; Stealth; Cannot capture table quarters, count as surviving Meat Grinder troops, etc; Rending Claws; Scything Talons; Flesh Hooks
Warrior Brood (Elites) 5 5 3 5 4 2 5 2 10 4+ 202
Lash Whip (x3); Rending Claws (x5); Spinefist (x2); Extended Carapace; Implant Attack; Elites
  #Synapse Creature Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. [0]
Genestealers (Troops) 12 6 - 5 4 1 6 2 10 6+ 264
Infiltrate if allowed; Use normal rules if outside Synapse Creature range; Rending Claws; Toxin Sacs
Genestealers (Troops) 12 6 - 5 4 1 6 2 10 6+ 264
Infiltrate if allowed; Use normal rules if outside Synapse Creature range; Rending Claws; Toxin Sacs
Genestealers (Troops) 12 6 - 5 4 1 6 2 10 6+ 264
Infiltrate if allowed; Use normal rules if outside Synapse Creature range; Rending Claws; Toxin Sacs
Ripper Swarm (Troops) 3 3 - 3 3 3 1 3 10 6+ 60
Never fall back, automatically pass Morale checks even when they would normally fall back with no test taken; Cannot be pinned; Cannot capture table quarters or count as "surviving" in a Meat Grinder; Blasts inflict two wounds; +1 save in cover; Acid Blood (x3)
Hormagaunt Brood (Troops) 9 4 3 3 3 1 4 2 5 6+ 90
Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Fleet of Claw; Scything Talons
Termagant Brood (Troops) 14 3 3 3 3 1 4 1 5 6+ 117
Fleet of Claw; Fleshborer; Weapon-Beast (x1); Venom Cannon (x1)
Biovores (Heavy Support) 1 3 3 3 4 2 1 1 10 - 78
Deploy as separate & independent models; Cannot capture table quarters or count as "surviving" in a Meat Grinder; Spore Mines behave oddly, see codex p7; The Biovore fires a spore mine up to 48", which scatters 2D6" ('hit's don't scatter); LOS is not needed, Spore Mines do not cause pinning; Bio-Acid Spore Mines (x1); Frag Spore Mines (x1); Poison Spore Mines (x1)
Option Footnotes:
  Acid Blood If the mutant is killed in close combat, it inflicts a wound on any non-tyranid models in contact; Dreadnoughts and vehicles take an AP (Creature's St)+D6 hit.
  Bio-Acid Spore Mines S3, AP3, Flamer Template; Place the narrow end of the template on the spore mine, and direct it with the Scatter dice ('Hit' points toward the nearest enemy model); 2D6+3 AP.
  Bio-Plasma Attack Make extra CC attack at double initiative value, even from within 2"; Hits on 4+ at S(C+1).
  Extended Carapace +1 Save bonus.
  Flesh Hooks Fight simultaneously with troops in cover; Treat vertically impassible terrain as Difficult Ground.
  Fleshborer 12"R, S(C+1), AP-, Assault X.
  Frag Spore Mines S4, AP5, Ordnance Blast.
  Implant Attack Models wounded (i.e., who fail their armour save) suffer 2 wounds.
  Lash Whip Enemy models in base contact with creatures carrying Lash Whips lose 1 attack (minimum 1); May not be used 2" away with the Leaping special rule.
  Poison Spore Mines AP4, Ordnance Blast; Strength = target's toughness; Hits on open-topped vehicles automatically glance, no other vehicles affected.
  Rending Claws Auto-wounds and no armour saves on 'to hit' roll of 6; Roll an extra dice if you roll a 6 for AP.
  Scything Talons +1 attacks in close combat.
  Spinefist 12"R, S(C), AP5, Assault X.
  Toxin Sacs +1 strength.
  Venom Cannon 36"R, S(C+2), AP4, Assault X; Only glances against vehicles.
Total Army Cost: 1630 Pts.
Notes:
On tyranid weapon statistics, 'C' means the creatures strength (weapon strength has a maximum of 10) and 'X' means the number of attacks the creature has.

Models in Army: 70


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 1 1 211 n/a 12%
Elite (<=3unit) 2 1 282 n/a 17%
Troops (>=2unit <=6unit) 6 0 1059 n/a 64%
Fst. Atck. (<=3unit) 0 3 0 n/a 0%
Hvy. Supp. (<=3unit) 1 2 78 n/a 4%
Other (N/A) 0 n/a 0 n/a 0%
Equipment Summary 5 n/a 65 n/a 3%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.