1500 Pts - 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 3/4 10 3+ 278
Tyranid Monstrous Creature; Scything Talons (x1); Venom Cannon (x1); Flesh Hooks
  #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]
  Tyrant Guard 3 5 3 5 6 2 5 2 10 3+ [138]
Protects Tyranid Monstrous Creatures (Hive Tyrant, Red Terror, Old One-Eye, Carnifex) from the "Shoot the Big Ones!" rules, Tyranid Monstrous Creatures can still be shot at along with their retinue of Tyrant Guard following the normal rules. Tyranid Monstrous Creatures can leave the unit at will. No effect in close combat.; Lash Whip; Rending Claws; Spineshield; Flesh Hooks
Mutable Hive Tyrant (HQ) 1 6 3 6 6 4 5 3/5 10 2+ 163
Tyranid Monstrous Creature; Adrenal Glands (In); Adrenal Glands (WS); Extended Carapace; Toxin Sacs; Wings; Move 12", advance and fall back 3D6"; May not enter difficult or impassible terrain; Deep Strike if allowed.; Scything Talons (x2); Flesh Hooks
  #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]
Lictors (Elites) 1 6 - 6 4 3 6 3 10 5+ 80
Deploy as separate & independent models; Secret Deployment; Stealth; Hit & Run; Fearless; Cannot capture table quarters, count as surviving Meat Grinder troops, etc; Rending Claws; Scything Talons; Flesh Hooks
Warrior Brood (Elites) 3 5 3 5 4 2 5 2* 10 5+ 93
Rending Claws (x3); Scything Talons (x3); Flesh Hooks; 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]
Warrior Brood (Elites) 3 5 3 5 4 2 5 2* 10 5+ 93
Rending Claws (x3); Scything Talons (x3); Flesh Hooks; 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]
Old One Eye (Heavy Support) 1 4 2 10 6 4 2 D6+1 10 2+ 164
Tyranid Monstrous Creature; Regenerate; Rending Claws; Scything Talons
Carnifex (Heavy Support) 1 4 3 10 6 4 2 2/4 10 2+ 116
Tyranid Monstrous Creature; Scything Talons (x2); Extended Carapace
Biovores (Heavy Support) 2 3 3 3 4 2 1 1 10 - 112
Living Artillery. Deploy as separate & independent models; Cannot capture table quarters or count as "surviving" in a Meat Grinder; Spore Mines behave oddly, see codex p. 7; The Biovore fires a spore mine up to 48", place the Spore Mine 1" away from an enemy model then roll a scatter die + 2D6" ('hit's don't scatter), move the Spore Mine on a scatter if it hits an enemy model it detonates on the spot; LOS is not needed, Spore Mines do not cause pinning; Bio-Acid Spore Mines (x2)
Raveners (Fast Attack) 1 5 3 4 4 2 5 3* 10 5+ 45
Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain; Cannot Fleet.; Rending Claws (x1); Scything Talons (x1)
Raveners (Fast Attack) 1 5 3 4 4 2 5 3* 10 5+ 45
Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain; Cannot Fleet.; Rending Claws (x1); Scything Talons (x1)
Termagant Brood (Troops) 10 3 3 3 3 1 4 1 5 6+ 70
Fleet; Fleshborer
Hormagaunt Brood (Troops) 12 4 3 3 3 1 4 2 5 6+ 120
Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Fleet; Scything Talons
Hormagaunt Brood (Troops) 12 4 3 3 3 1 4 2 5 6+ 120
Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Fleet; Scything Talons
Option Footnotes:
  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.
  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.
  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.
  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.
  Venom Cannon 36"R, S(C+2), AP4, Assault X; Only glances against vehicles.
Total Army Cost: 1499 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: 52


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 441 1059 29%
Elite (<=3unit) 3 0 266 1234 17%
Troops (>=2unit <=6unit) 3 3 310 1190 20%
Fst. Atck. (<=3unit) 2 1 90 1410 6%
Hvy. Supp. (<=3unit) 3 0 392 1108 26%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 6 n/a 40 n/a 2%

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