1500 Pts - Tyranids Army No Name

Unit Name ## WS BS St To Wo In At Ld Save Cost
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]
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 Warriors (Elites) 3 5 3 4 4 2 4 2* 10 5+ 91
Fleet if given Leaping.; Adrenal Glands (WS); Enhanced Senses; Scything Talons (x3); Deathspitter (x2); Venom Cannon (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]
Mutable Warriors (Elites) 3 5 2 5 4 2 4 2* 10 4+ 123
Fleet if given Leaping.; Adrenal Glands (WS); Extended Carapace; Leaping; Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Toxin Sacs; 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
Mutable Carnifex (Heavy Support) 1 3 3 9 6 4 1 2 10 2+ 176
Tyranid Monstrous Creature; Enhanced Senses; Extended Carapace; Venom Cannon (x2); Flesh Hooks
Biovores (Heavy Support) 3 3 3 3 4 2 1 1 10 - 168
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 (x3)
The Red Terror (Fast Attack) 1 6 - 5 5 3 3 5 10 3+ 104
Deep Strike if allowed; Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain. Tyranid Monstrous Creature; Swallow Whole; Cannot Fleet.; Scything Talons
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) 12 3 3 3 3 1 4 1 5* 6+ 94
Fleet; Fleshborer; Hive Node (x1)
Termagant Brood (Troops) 12 3 3 3 3 1 4 1 5* 6+ 94
Fleet; Fleshborer; Hive Node (x1)
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.
  Deathspitter 18"R, S(C+1), AP5, Assault 1 Blast.
  Flesh Hooks Fight simultaneously with troops in cover; Treat vertically impassible terrain as Difficult Ground.
  Fleshborer 12"R, S(C+1), AP-, Assault X.
  Hive Node The brood has Leadership 10 as long as the mutant is alive.
  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: 1500 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: 42


Validation Results:
'Mutable Warriors (Elites)' must be assigned a composition group.

Troop Type Count Unused Points Unused Percent
HQ (>=1unit <=2unit) 2 0 441 1059 29%
Elite (<=3unit) 2 1 214 1286 14%
Troops (>=2unit <=6unit) 2 4 188 1312 12%
Fst. Atck. (<=3unit) 2 1 149 1351 9%
Hvy. Supp. (<=3unit) 3 0 508 992 33%
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.