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Tyranids 1k (Warhammer 40,000 8th Edition) (67 PL, 8CP, 997pts)

This Tyranids army list includes a Battalion Detachment with a Kraken Hive Fleet adaptation that allows units to advance and charge. It contains two HQ units: a Broodlord with monstrous rending claws that provides synapse and bonuses in melee, and The Swarmlord psychic HQ with bone sabres that can heal units and deal mortal wounds in combat and with psychic powers.

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Joshua Cu Soon
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0% found this document useful (0 votes)
174 views

Tyranids 1k (Warhammer 40,000 8th Edition) (67 PL, 8CP, 997pts)

This Tyranids army list includes a Battalion Detachment with a Kraken Hive Fleet adaptation that allows units to advance and charge. It contains two HQ units: a Broodlord with monstrous rending claws that provides synapse and bonuses in melee, and The Swarmlord psychic HQ with bone sabres that can heal units and deal mortal wounds in combat and with psychic powers.

Uploaded by

Joshua Cu Soon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tyranids 1k (Warhammer 40,000 8th Edition) [67 PL, 8CP, 997pts]

Battalion Detachment +5CP (Tyranids) [67 PL, 8CP, 997pts]

Configuration [8CP]

Battle-forged CP [3CP]
Categories: CONFIGURATION

Detachment CP [5CP]
Categories: CONFIGURATION

Hive Fleet
Selections: Kraken
Categories: CONFIGURATION
Abilities: Hive Fleet Adaptations, Questing Tendrils

Abilities Description Ref


If your army is Battle-forged, all units in Tyranids Detachments gain a
Codex:
Hive Fleet Hive Fleet Adaptation, so long as every unit in that Detachment is
Tyranids
Adaptations from the same hive fleet. The Hive Fleet Adaptation gained depends
p116
upon the hive fleet they are from, as shown in the table.
When a unit with this adaption Advances, roll three dice and pick the
Codex:
Questing highest to add to the Move characteristic of all models in the unit for
Tyranids
Tendrils that Movement phase. In addition, such units can Fall Back and
p117
charge in the same turn.

HQ [23 PL, 365pts]


Broodlord [8 PL, 115pts]
Selections: Monstrous Rending Claws
Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, HQ, GENESTEALER, CHARACTER, INFANTRY,
PSYKER, SYNAPSE
Abilities: Brood Telepathy, Lightning Reflexes, Shadow in the Warp, Swift and Deadly,
Synapse, Psyker: Broodlord, Unit: Broodlord, Weapon: Monstrous Rending Claws

Abilities Description Ref


Codex:
Brood You can add 1 to hit rolls in the Fight phase for <HIVE FLEET>
Tyranids
Telepathy Genestealer units within 6" of and friendly <HIVE FLEET> Broodlords.
p84
Codex:
Lightning
Models in this unit have a 5+ invulnerable save. Tyranids
Reflexes
p89
Shadow Enemy PSKYERS must subtract 1 from any Psychic tests they make if Codex:
in the they are within 18" of any units with this ability. TYRANID PSYKERS Tyranids
Warp are not affected. p82
Codex:
Swift and
Models in this unit can charge even if they Advanced during its turn. Tyranids
Deadly
p89
Codex:
<HIVE FLEET> units automatically pass Morale tests if they are within
Synapse Tyranids
12" of any friendly <HIVE FLEET> units with this ability.
p82

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


You can re-roll failed wound rolls for
Monstrous this weapon. In addition, each time you Codex:
Rending Melee Melee User -3 D3 make a wound roll of 6+, that hit is Tyranids
Claws resolved with an AP of -6 and Damage p111
of 3.

The Swarmlord [15 PL, 250pts]


Selections: 3. Tenacious Survivor, Bone Sabres, Power: Catalyst, Power: Psychic Scream,
Power: Smite, Prehensile Pincer Tail, Warlord
Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, HQ, CHARACTER, MONSTER, PSYKER, HIVE
TYRANT, SYNAPSE, WARLORD
Abilities: Blade Parry, Death Throes, Hive Commander, Psychic Barrier, Shadow in the Warp,
Synapse, Tenacious Survivor, The Will of the Hive Mind, Psychic Power: Catalyst, Psychic
Scream, Smite, Psyker: The Swarmlord, Stat Damage - M, S & A: The Swarmlord (1), The
Swarmlord (2), The Swarmlord (3), Unit: The Swarmlord, Weapon: Bone Sabres, Prehensile
Pincer Tail
Abilities Description Ref
Codex:
Add 1 to the Swarmlord's invulnerable saves against wounds caused
Blade Parry Tyranids
by Melee weapons.
p86
If this model is reduced to 0 wounds, roll a dice before removing it
Death Codex:
from the battlefield; on a 6, it lashes out in its death throes, and each
Throes Tyranids
unit within 3" suffers D3 mortal wounds.
In each of your Shooting phases, you can pick one friendly <HIVE
Codex:
Hive FLEET> unit within 6" of the Swarmlord. That unit can move (and
Tyranids
Commander Advance, if you wish) as if it were the Movement phase instead of
p86
shooting.
Codex:
Psychic
A model with this ability has a 4+ invulnerable save. Tyranids
Barrier
p86
Enemy PSKYERS must subtract 1 from any Psychic tests they make Codex:
Shadow in
if they are within 18" of any units with this ability. TYRANID Tyranids
the Warp
PSYKERS are not affected. p82
Codex:
<HIVE FLEET> units automatically pass Morale tests if they are
Synapse Tyranids
within 12" of any friendly <HIVE FLEET> units with this ability.
p82
Tenacious Roll a dice each time this warlord loses a wound. On a 6, the warlord
Survivor shrugs off the damage and does not lose the wound.
The Will of Codex:
the Hive The range of this model's Synapse ability is 18" rather than 12". Tyranids
Mind p86

Psychic Warp
Range Details Ref
Power Charge
Select a friendly TYRANIDS unit within 18" of the
psyker. Until the start of your next Psychic phase, Codex:
Catalyst 6 18" each time that unit loses a wound, roll a D6; on a Tyranids
5+, the damage is ignored and the unit does not p121
lose that wound.
The nearest enemy unit within 18" suffers D3 mortal
wounds. In addition, if that unit is a PSYKER, roll Codex:
Psychic
5 18" two dice. If the result is higher than their Leadership Tyranids
Scream
characteristic, randomly select one of their psychic p121
powers. They can no longer use that psychic power.
The closest visible enemy unit within 18" of the Warhammer
psyker suffers D3 mortal wounds. If the result of the 40,000
Smite 5 18"
Psychic test was more than 10 the target suffers D6 Rulebook
mortal wounds instead. p178

Psyker Cast Deny Powers Known Other Ref


The Swarmlord 2 2 Smite + 2 Hive Mind -

Stat Damage - M, S & A Remaining W Movement Strength Attacks Ref


The Swarmlord (1) 7-12+ 9" 8 6
The Swarmlord (2) 4-6 7" 7 5
The Swarmlord (3) 1-3 5" 6 4

Unit M WS BS S T W A Ld Save Ref


The Swarmlord * 2+ 3+ * 7 12 * 10 3+/4++ Codex: Tyranids p86
Weapon Range Type S AP D Abilities Ref
Each time you make a wound roll of 6+
Codex:
Bone for this weapon, the target suffers a
Melee Melee User -3 3 Tyranids
Sabres mortal wound in addition to any other
p111
damage.
Each time the bearer fights, make one
Codex:
Prehensile (and only one) attack with this weapon.
Melee Melee User 0 D3 Tyranids
Pincer Tail This is in addition to the bearer's
p111
attacks.

Troops [25 PL, 340pts]

Genestealers [12 PL, 180pts]


Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, INFANTRY, GENESTEALER, TROOPS
Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly
15x Genestealer [180pts]
Selections: 15x Rending Claws [30pts]
Unit: Genestealer, Weapon: Rending Claws

Abilities Description Ref


Codex:
Flurry of Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or
Tyranids
Claws more models.
p89
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 Codex:
Infestation battlefield. Whilst there are any friendly infestation nodes on the Tyranids
battlefield, this unit can stop lurking: at the end of your Movement p89
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:
Lightning
Models in this unit have a 5+ invulnerable save. Tyranids
Reflexes
p89
Codex:
Swift and
Models in this unit can charge even if they Advanced during its turn. Tyranids
Deadly
p89

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


Each time you make a wound roll of 6+ for Codex:
Rending
Melee Melee User -1 1 this weapon, that hit is resolved with an Tyranids
Claws
AP of -4. p111
Ripper Swarms [4 PL, 44pts]
Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, TROOPS, SWARM
Abilities: Burrowers, Instinctive Behaviour
4x Ripper Swarm [44pts]
Selections: 4x Claws and Teeth
Unit: Ripper Swarm, Weapon: Claws and Teeth

Abilities Description Ref


During deployment, you can set up a unit of Ripper Swarms
Codex:
underground instead of on the battlefield. At the end of any of your
Burrowers Tyranids
Movement phases, they can tunnel up to the battlefield - set them up
p91
anywhere that is more than 9" from any enemy models.
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 Codex:
Instinctive
rolls made for it when shooting any target other than the nearest visible Tyranids
Behaviour
enemy unit, and you must subtract 2 from its charge roll if it declares a p82
charge against any unit other than the nearest enemy unit.

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

Termagants [9 PL, 116pts]


Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, INFANTRY, TROOPS
Abilities: Hail of Living Ammunition, Instinctive Behaviour
29x Termagant (Fleshborer) [116pts]
Selections: 29x Fleshborer
Unit: Termagant, Weapon: Fleshborer

Abilities Description Ref


Hail of Codex:
If this unit contains 20 or more models, you can re-roll wound rolls of
Living Tyranids
1 when it shoots.
Ammunition p90
Unless a <HIVE FLEET> unit with this ability is within 24" of any
friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any
Codex:
Instinctive hit rolls made for it when shooting any target other than the nearest
Tyranids
Behaviour visible enemy unit, and you must subtract 2 from its charge roll if it
p82
declares a charge against any unit other than the nearest enemy
unit.

Unit M WS BS S T W A Ld Save Ref


Termagant 6" 4+ 4+ 3 3 1 1 5 6+ Codex: Tyranids p90

Weapon Range Type S AP D Abilities Ref


Fleshborer 12" Assault 1 4 0 1 - Codex: Tyranids p112

Elites [13 PL, 172pts]


Hive Guard [13 PL, 172pts]
Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, ELITES, INFANTRY
Abilities: Instinctive Behaviour
4x Hive Guard (Impaler) [172pts]
Selections: 4x Impaler Cannon [100pts]
Unit: Hive Guard, Weapon: Impaler Cannon

Abilities Description Ref


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 Codex:
Instinctive
rolls made for it when shooting any target other than the nearest visible Tyranids
Behaviour
enemy unit, and you must subtract 2 from its charge roll if it declares a p82
charge against any unit other than the nearest enemy unit.

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


This weapon can target unit that are not
visible to the bearer. In addition, units Codex:
Impaler Heavy
36" 8 -2 D3 attacked by this weapon do not gain any Tyranids
Cannon 2
bonus to their saving throws for being in p112
cover.

Heavy Support [6 PL, 120pts]

Biovores [6 PL, 120pts]


Selections: Show Spore Mine Rules
Categories: FACTION: <HIVE FLEET>, FACTION: TYRANIDS, HEAVY SUPPORT, INFANTRY
Abilities: Floating Death (Spore Mine), Instinctive Behaviour, Living Bombs (Spore Mine), Unit:
Spore Mine
3x Biovore [120pts]
Selections: 3x Spore Mine Launcher
Abilities: Spore Mine Launcher, Unit: Biovore, Weapon: Spore Mine Launcher
Abilities Description Ref
A Spore Mine explodes if it is within 3" of any enemy units at the end of
Floating
any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 Codex:
Death
it fails to inflict an harm, on a 2-5 it inflicts 1 mortal wound on the Tyranids
(Spore
nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. p99
Mine)
The Spore Mine is then destroyed.
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 Codex:
Instinctive
rolls made for it when shooting any target other than the nearest visible Tyranids
Behaviour
enemy unit, and you must subtract 2 from its charge roll if it declares a p82
charge against any unit other than the nearest enemy unit.
This unit automatically passes Morale tests. Furthermore, this unit is
discounted for the purposes of any victory conditions - their destruction
Living never awards any victory points, they do not count towards the number Codex:
Bombs
of models controlling an objective, and they do not count when Tyranids
(Spore determining if a player has any models left on the battlefield. If you are p99
Mine) playing a matched game, the creation of these units by another unit
(eg. from a Sporocyst's Spore Node ability) is free, and the unit's points
cost does not come out of your pool of reinforcement points.

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
Spore target, set up a single <HIVE FLEET> Spore Mine model anywhere Codex:
Mine within 6" of the target unit and more than 3" from any enemy model (if Tyranids
Launcher the Spore Mine cannot be placed it is destroyed). This then follows the p101
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.

Unit M WS BS S T W A Ld Save Ref


Biovore 5" 4+ 4+ 4 4 4 2 5 4+ Codex: Tyranids p101
Spore Mine 3" - - 1 1 1 1 10 7+ Codex: Tyranids p99

Weapon Range Type S AP D Abilities Ref


Spore Mine Heavy See Spore Mine Codex: Tyranids
48" - - -
Launcher 1 Launcher p113

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