1995 Tyranids - Bio-Titanic Onslaught (Warhammer 40,000 7th Edition v2016) (1995pts)

TY - Hive Fleet Detachement (Tyranids: Codex (2014) v2004)

Adapted Instincts, Ideal Mission Commander

Formation Detachment (Tyranids: Codex (2014) v2004)

Force Rules

Adapted Instincts: You can re-roll the Instinctive Behaviour roll for unit in this detachment.

Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Traits table.

Selection Rules

Agile: (Apocalypse p6)

Deep Strike: (Warhammer 40k rulebook p36)

Drifting Death: Tyrannocytes cannot Run or charge. They can consolidate but may not make a Sweeping Advance.

Fearless: (Warhammer 40k rulebook p35)

Floating Death: (Codex: Tyranids p65)

Instinctive Behaviour - Feed: 1-3 - Cannibalistic Hunger: The unit immediately suffers a number of hits equal to
the number of models in that unit. These hits are resolved using the unitfs majority
Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player
and armour saves (but not cover saves) may be taken. After resolving casualties (if any)
the unit can do nothing else until the end of its turn. Units consisting of only a single
model treat this result as Devour (below), instead.

4-5 - Devour: In the Shooting phase, the unit cannot shoot or Run. In the Assault phase,
if the unit is able to declare a charge, it must do so against the closest viable enemy unit.
If the unit cannot declare a charge, it does nothing in the Assault phase.

6 - Kill: This follows all the rules for Devour (above). In addition, the unit gains the Rage
special rule. (Codex: Tyranids p33)

Instinctive Behaviour - Hunt: 1-3 - Burrow and Hide: The unit immediately Goes to Ground. Units that contain at
least one model with the Fearless special rule treat this result as Prowl (below), instead.

4-5 - Prowl: In the Shooting phase, the unit cannot Run and must instead shoot at the
closest enemy unit that is within range and line of sight of at least one model in the
Tyranid unit. If there is no viable target, the Tyranid unit can do nothing during the
Shooting phase. The unit cannot charge in the Assault phase.

6 - Destroy: This follows all the rules for Prowl (above). In addition, the unit gains the
Preferred Enemy special rule. (Codex: Tyranids p33)

Instinctive Fire: Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time. (Shield of Baal: Leviathan)

Living Bomb: (Codex: Tyranids p65)

Massive Floating Bomb: Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines
(see Codex: Tyranids).

All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also,
except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.
Increase the Strength of the attack for additional Mucolid Spores as for Spore Mines. (White Dwarf 41)

Objective Secured: All Gargoyle units from this Formation have the Objective Secured special rule. A unit with this special rule controls Objective Markers even if an enemy scoring unit is within range of the Objective Marker, unless the enemy unit also has this special rule. (Dataslate: Tyranid Invasion)

Powers of the Hive Mind: Primaris Power (Dominion) - WC 1 : Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range. If the Psyker doesn't have the Synapse Creature special rule, it gains it for the duration of this power and has a synapse range of 6".

1. Catalyst - WC 1 : A blessing that targets the Psykerfs unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule.

2. The Horror - WC 1 : A malediction that targets a single enemy unit within 24h. The target must immediately take a Pinning test (as described for the Pinning special rule in the Warhammer 40,000 rulebook) with a -2 modifier to their Leadership.

3. Onslaught - WC 1 : A blessing that targets a single friendly unit within 24". Whilst this power is in effect, the target unit can both Run and then shoot in its Shooting phase.

4. Paroxysm - WC 1 : A malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unitfs Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).

5. Psychic Scream - WC 1 : A nova power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.

6. Warp Blast - WC 2 : A witchfire power. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Burst : Range - 24" | S5 | AP3 | Assault 1, Blast
Lance : Range - 18" | S10 | AP2 | Assault 1, Lance (Codex: Tyranids)

Psyker: (Warhammer 40k rulebook p41)

Raking Strike: (Codex: Tyranids p56)

Shadow in the Warp: All enemy units and models with the Psyker, Psychic Pilot or Brotherhood of Psykers
special rules suffer a -3 penalty to their Leadership whilst they are within 12" of one or
more models with the Shadow in the Warp special rule. (Codex: Tyranids p38)

Shrouded: (Warhammer 40k rulebook p41)

Skyblast: Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures.

If they do so successfully then they will explode as described in the Floating Death special rule,
hitting the target automatically, with Strength and AP as described above.
Hits on Zooming Flyers are always resolved against the target modelfs side armour.

Skyswarm: Each time a Gargoyle Brood from this Formation is completely destroyed, roll a D6: on a 4+ you can immediately place a new unit into Ongoing Reserve that is identical in terms of the original number of models, weapons and upgrades to the unit that was just destroyed. These new units count as being part of the original Formation, so roll a D6 as described above if they are subsequently destroyed. Victory points are awarded as normal for new units in this Formation that have been completely destroyed. (Shield of Baal: Leviathan / Dataslate: Tyranid Invasion)

Smash: All of the close combat attacks, except Hammer of Wrath attacks, of a model with this special rule are resolved at AP2 (unless itfs attacking with an AP1 weapon). Additionally, when it makes its close combat attacks, it can choose instead to make a single Smash Attack. If it does so, roll To Hit as normal, but resolve the Attack at double the modelfs Strength (to a maximum of 10). Furthermore, a model making a Smash Attack can re-roll its armour penetration rolls, but must abide by the second result. (BRB)

Sonic Screech: (Codex: Tyranids p57)

Spore Burst: If, when the final position of the first blast marker in the barrage is determined, there are
no models (friend or foe) under it, place D3 Spore Mine models anywhere under the blast
marker so that they are in unit coherency and not within impassable terrain or 1h of an
enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for
the rest of the game. (Codex: Tyranids p65)

Synapse Creature: Models with the Synapse Creature special rule have a synapse range of 12". Friendly
Codex: Tyranids models within this synapse range, including the Synapse Creatures
themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back
and at least one of the unitfs models is within a friendly Synapse Creaturefs synapse range
before the unit moves, the unit automatically Regroups. (Codex: Tyranids p38)

Transport Spore: A Tyrannocyte does not use up a slot on the Force Organisation Slot. It can carry a single unit with the Tyranid Factions and has a Transport Capacity of 20 - Monstrous Creatures count as 20 models for the purpose of Transport Capacity. Declare which unit is being carries during deployment.

A Tyrannocyte always enters play using Deep Strike rules. If when a Tyrannocyte Deep Strikes it lands on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.

Once a Tyrannocyte Deep Strikes the unit carried by it must disembark. Place the unit such that every model is wholly within 6' of their Tyrannocyte and not within 1' of an enemy model or impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but can shoot or run. No unit can embark into a Tyrannocyte for the rest of game.


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