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Ростера. Команда1. § Detachment Command Cost. § Hive Fleet



Ростера

Команда1

1000 для турнира (Warhammer 40, 000 9th Edition) [54 PL, 2CP, 999pts]

· Patrol Detachment 0CP (Tyranids) [54 PL, 2CP, 999pts]

o Configuration [3CP]

§ Battle Size [3CP]

Selections: 1. Combat Patrol (0-50 Total PL / 0-500 Points) [3CP]

Categories: Configuration

§ Detachment Command Cost

Categories: Configuration

§ Hive Fleet

Selections: Leviathan

Categories: Configuration, Leviathan

Abilities: Hive Fleet Adaptations, Synaptic Imperative

 

Abilities Description Ref
Hive Fleet Adaptations If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table. Codex: Tyranids p116
Synaptic Imperative Roll a D6 each time a unit with this adaptation loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power. Codex: Tyranids p117

o Stratagems [-1CP]

§ Progeny of the Hive [-1CP]

Categories: Stratagems

Abilities: Stratagem: Progeny of the Hive

 

Abilities Description Ref
Stratagem: Progeny of the Hive Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle. War Zone Octarius, Book 1: Rising Tide p102

o HQ [19 PL, 335pts]

§ Neurothrope [5 PL, 95pts]

Selections: Claws and Teeth, Power: Smite, Power: The Horror, Relic: Adaptive Neural Lobe

Categories: Faction: < Hive Fleet>, Faction: Tyranids, Fly, HQ, Psyker, Infantry, Character, Synapse, Zoanthrope, Leviathan

Abilities: Adaptive Neural Lobe, Shadow in the Warp, Spirit Leech, Synapse, Warp Field, Warp Siphon, Psychic Power: Smite, The Horror, Psyker: Neurothrope, Unit: Neurothrope, Weapon: Claws and Teeth

 

Abilities Description Ref
Adaptive Neural Lobe While the bearer is on the battlefield, each time your opponent spends a Command Point to use a Stratagem, you can roll one D6; on a 5+, you gain 1 Command Point. War Zone Octarius, Book 1: Rising Tide p89
Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82
Spirit Leech Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly < HIVE FLEET> ZOANTHROPE within 6". Codex: Tyranids p87
Synapse < HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly < HIVE FLEET> units with this ability. Codex: Tyranids p82
Warp Field Models in this unit have a 3+ invulnerable save. Codex: Tyranids p87
Warp Siphon You can re-roll rolls of 1 when taking Psychic tests for friendly < HIVE FLEET> ZOANTHROPE units within 6" of this model. Codex: Tyranids p87

 

Psychic Power Warp Charge Range Details Ref
Smite 18" The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead. Warhammer 40, 000 Core Book p178
The Horror 24" Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic. Codex: Tyranids p121

 

Psyker Cast Deny Powers Known Other Ref
Neurothrope Smite + 1 Hive Mind -  

 

Unit M WS BS S T W A Ld Save Ref
Neurothrope 5" 4+ 3+ 5+ Codex: Tyranids p87

 

Weapon Range Type S AP D Abilities Ref
Claws and Teeth Melee Melee User - Codex: Tyranids p111

§ The Swarmlord [14 PL, 240pts]

Selections: 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, 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
Blade Parry Add 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons. Codex: Tyranids p86
Death Throes If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Codex: Tyranids
Hive Commander In each of your Shooting phases, you can pick one friendly < HIVE FLEET> unit within 6" of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting. Codex: Tyranids p86
Psychic Barrier A model with this ability has a 4+ invulnerable save. Codex: Tyranids p86
Shadow in the Warp Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected. Codex: Tyranids p82
Synapse < HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly < HIVE FLEET> units with this ability. Codex: Tyranids p82
The Will of the Hive Mind The range of this model's Synapse ability is 18" rather than 12". Codex: Tyranids p86

 

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

 

Psyker Cast Deny Powers Known Other Ref
The Swarmlord Smite + 2 Hive Mind -  

 

Stat Damage - M, S & A Remaining W Movement Strength Attacks Ref
The Swarmlord (1) 7-12+ 9"  
The Swarmlord (2) 4-6 7"  
The Swarmlord (3) 1-3 5"  

 

Unit M WS BS S T W A Ld Save Ref
The Swarmlord * 2+ 3+ * * 3+ Codex: Tyranids p86

 

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

o Troops [8 PL, 104pts]

§ Genestealers [8 PL, 104pts]

Categories: Faction: < Hive Fleet>, Faction: Tyranids, Infantry, Genestealer, Troops

Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly

§ 8x Genestealer [104pts]

Selections: 8x Rending Claws

Unit: Genestealer, Weapon: Rending Claws

 

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

 

Unit M WS BS S T W A Ld Save Ref
Genestealer 8" 3+ 4+ 5+ Codex: Tyranids p89

 

Weapon Range Type S AP D Abilities Ref
Rending Claws Melee Melee User -1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. Codex: Tyranids p111

o Elites [6 PL, 135pts]

§ Hive Guard [6 PL, 135pts]

Categories: Faction: < Hive Fleet>, Faction: Tyranids, Elites, Infantry

Abilities: Instinctive Behaviour

§ 3x Hive Guard (Impaler) [135pts]

Selections: 3x Impaler Cannon [30pts]

Unit: Hive Guard, Weapon: Impaler Cannon

 

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

 

Unit M WS BS S T W A Ld Save Ref
Hive Guard 5" 4+ 3+ 4+ Codex: Tyranids p92

 

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

o Fast Attack [12 PL, 255pts]

§ Dimachaeron [12 PL, 255pts]

Selections: Massive Scything Sickle-talons, Scything Tail

Categories: Faction: < Hive Fleet>, Faction: Tyranids, Fast Attack, Monster

Abilities: Death Throes (Dimachaeron), Digestion Spine, Instinctive Behaviour, Leaper-killer, Thorax Spine-maw, Unit: Dimachaeron (a) (10+ wounds), Dimachaeron (b) (5-9 wounds), Dimachaeron (c) (1-4 wounds), Weapon: Massive Scything Sickle-talons, Scything Tail



  

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