1500 Pts - Tyranids Army Hive Fleet Phage

Unit Name ## WS BS St To Wo In At Ld Save Cost
Thunder (MHive) 1 5 4 6 6 4 4 3/4 10 3+ 138
Tyranid Monstrous Creature; Enhanced Senses; Toxin Sacs; Scything Talons (x1); Venom Cannon
  #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]
Lightning (MHive) 1 6 3 6 6 4 5 3/5 10 2+ 186
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)
  #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]
  Psychic Scream All enemy units with a model within 12" get -1 to all Ld tests (cumulative); Enemy psykers suffer Perils of the Warp if they fail any psychic test they make. [15]
  Catalyst Requires a Psychic test; Models of one Tyranid unit within 18" can strike back in close combat, even if they're killed; Lasts one Assault Phase. [10]
Warrior Brood (Elites) 3 5 3 5 4 2 5 2* 10 4+ 112
Rending Claws (x1); Scything Talons (x4); Venom Cannon (x1); Extended Carapace; 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]
Genestealers (Troops) 7 6 - 4 4 1 6 2 10 6+ 112
Infiltrate if allowed; Use normal rules if outside Synapse Creature range; Rending Claws
Spinegaunts (MGaun) 24 3 3 3 3 1 4 1 5* 6+ 130
Fleet of Claw; Spinefist; Hive Node (x1)
Spinegaunts (MGaun) 24 3 3 3 3 1 4 1 5* 6+ 130
Fleet of Claw; Spinefist; Hive Node (x1)
Lysogaunts (MGaun) 16 3 3 4 3 1 5 1/2 5* 6+ 202
Fleet of Claw; Adrenal Glands (In); Leaping; Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Toxin Sacs; Scything Talons; Hive Node (x1)
Hormagaunt Brood (Troops) 16 4 3 3 3 1 4 2 5* 6+ 170
Assault 12"; Advance and fall back 3D6"; Count all attacks if within 2" of an enemy model; Fleet of Claw; Scything Talons; Hive Node (x1)
Gargoyle Brood (Fast Attack) 8 3 3 3 3 1 4 1 10 6+ 80
Deep Strike if allowed; Wings: Move 12", advance and fall back 3D6"; May not enter difficult or impassible terrain; Fleet of Wing: Move D6", ignoring difficult terrain, instead of shooting; Fleshborer; Bio-Plasma Attack
The Red Terror (Fast Attack) 1 6 - 5 5 3 3 5 10 3+ 104
Deep Strike if allowed; Fast (+3" movement); Tyranid Monstrous Creature; Swallow Whole; Scything Talons
Biovores (Heavy Support) 2 3 3 3 4 2 1 1 10 - 136
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 (x2); Poison Spore Mines (x2)
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.
  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.
  Hive Node The brood has Leadership 10 as long as the mutant is alive.
  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.
  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: 103


Validation Results:
Roster satisfies all enforced validation rules
Troop Type Count Unused Points Unused Percent
HQ (<=2unit) 2 0 324 1176 21%
Elite (<=3unit) 1 2 112 1388 7%
Troops (>=1unit <=5unit) 5 0 744 756 49%
Fst. Atck. (<=3unit) 2 1 184 1316 12%
Hvy. Supp. (<=1unit) 1 0 136 1364 9%
Other (N/A) 0 n/a 0 1500 0%
Equipment Summary 7 n/a 55 n/a 3%

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