Kiss Imre (Emperor) tiranida serege

  Name   #   Grp   WS   BS   S   T   Wo   I   A   Ld   Save   Cost
  HQ: Hive Tyrant (1#, 211 Pts)
    Hive Tyrant   1    HQ    6    3    6    6    4    6    3/5    10    2+/6(i)    211
   Monstrous Creature; Fearless;   Acid Maw;   Adrenal Glands +1 In:   Adds +1 to Initiative.;   Adrenal Glands +1 WS:   Adds +1 Weapon Skill.;   Flesh Hooks;   Toxin Sacs +1 St:   Adds +1 to Strength.;   Winged;   Scything Talons (x2);   Synapse Creature;   The Horror;   Warp Field
  HQ: Hive Tyrant (3#, 226 Pts)
    Hive Tyrant   1    HQ    5    4    6    6    4    5    3    10    2+    226
   Monstrous Creature; Fearless;   Enhanced Senses +1 BS:   Adds +1 Ballistic Skill.;   Extended Carapace +1 Save:   Adds +1 to Save.;   Flesh Hooks;   Toxin Sacs +1 St:   Adds +1 to Strength.;   Synapse Creature;   The Horror;   The Shadow in the Warp
      Tyrant Guard   2         5    3    5    6    2    5    2/3    10    3+    [90]
   Shieldwall;   Rending Claws;   Scything Talons
  Elite: Carnifex (1#, 112 Pts)
    Carnifex   1    Elite    3    2    9    6    4    2    2/4    10    3+    112
   Monstrous Creature; Fearless;   Adrenal Glands +1 In:   Adds +1 to Initiative.;   Spine Banks;   Scything Talons (x2)
  Troops: Gaunt Brood (21#, 126 Pts)
    Gaunt Brood   21    Troops    3    3    3    3    1    4    1    5    6+    126
   Fleet of Claw;   Fleshborer
  Troops: Gaunt Brood (21#, 126 Pts)
    Gaunt Brood   21    Troops    3    3    3    3    1    4    1    5    6+    126
   Fleet of Claw;   Fleshborer
  Troops: Genestealers (9#, 216 Pts)
    Genestealers   9    Troops    6    0    4    4    1    6    2    10    4+    216
   Fleet of Claw, Brood Telepathy;   Extended Carapace +1 Save:   Adds +1 to Save.;   Feeder Tendrils;   Scuttlers;   Rending Claws
  Troops: Genestealers (9#, 216 Pts)
    Genestealers   9    Troops    6    0    4    4    1    6    2    10    4+    216
   Fleet of Claw, Brood Telepathy;   Extended Carapace +1 Save:   Adds +1 to Save.;   Feeder Tendrils;   Scuttlers;   Rending Claws
  Heavy Support: Carnifex (1#, 223 Pts)
    Carnifex   1    Heavy    4    2    10    7    5    2    2+1/D6+1    10    2+    223
   Monstrous Creature; Fearless;   Adrenal Glands +1 In:   Adds +1 to Initiative.;   Adrenal Glands +1 WS:   Adds +1 Weapon Skill.;   Bonded Exoskeleton:   Gains +1 Toughness.;   Extended Carapace +1 Save:   Adds +1 to Save.;   Flesh Hooks;   Reinforced Chitin:   Gains +1 Wound.;   Tail Weapon - Scythe;   Toxic Miasma;   Toxin Sacs +1 St:   Adds +1 to Strength.;   Tusked;   Crushing Claws;   Scything Talons (x1)
  Heavy Support: Carnifex (1#, 188 Pts)
    Carnifex   1    Heavy    3    3    9    6    5    1    2    10    2+    188
   Monstrous Creature; Fearless;   Enhanced Senses +1 BS:   Adds +1 Ballistic Skill.;   Extended Carapace +1 Save:   Adds +1 to Save.;   Reinforced Chitin:   Gains +1 Wound.;   Barbed Strangler;   Venom Cannon
  Heavy Support: Carnifex (1#, 188 Pts)
    Carnifex   1    Heavy    3    3    9    6    5    1    2    10    2+    188
   Monstrous Creature; Fearless;   Enhanced Senses +1 BS:   Adds +1 Ballistic Skill.;   Extended Carapace +1 Save:   Adds +1 to Save.;   Reinforced Chitin:   Gains +1 Wound.;   Barbed Strangler;   Venom Cannon
Total Cost: 1832

   Option Footnotes
   Psychic Powers
   Synapse Creature    Any Tyranid broods with a model within 12" of a Synapse Creature never fall back and are assumed to automatically pass any Leadership based test., other than Psychic tests and Target Selection. A brood that enters Synapse range may regroup regardless of usual restrictions. All broods other than Ripper Swarms are immune to Instant Death. A Tyranid with Synapse is able to detonate all spore mines within 24" in the shooting phase. This is done instead of shooting or using psychic abilities. Other creatures from the same brood may still shoot at another target.
   The Horror    Any enemy unit that wishes to assault this creature must make a Morale test. If failed, the unit may not assault that turn.
   The Shadow in the Warp    All Psychic tests made by the enemy during the game are made on 3D6, discounting the lowest roll. Any Perils of the Warp results are nullified, and the powers will pass or fail as normal.
   Warp Field    Provides a 2+ armour save, and a 6+ Invulnerable Save.
   Biomorphs
   Acid Maw    May reroll unsuccessful rolls to wound in the first round of a close combat.
   Feeder Tendrils    Always counts as having the Preferred Enemy USR (See page 75 of the Warhammer 40k Rulebook.). Any Tyranid brood with a model within 2" also benefits from the Preferred Enemy USR.
   Flesh Hooks    Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain.
   Scuttlers    Gains the Scouts USR. See page 76 of the Warhammer 40k Rulebook.
   Spine Banks    Model is treated as having Frag Grenades in close combat, and also can fire the Spine Banks as if they are a spinefist, in addition to any other weapons they have.
   Tail Weapon - Scythe    If more than four enemies are in base contact model may make D3 attacks at half the creatures strength(round down), on initiative 1.
   Toxic Miasma    Any creature being attacked by, or directing its attacks towards, a Tyranid with Toxic Miasma reduces its WS by -1.
   Tusked    Gains +2 Attacks for a charge instead of +1.
   Winged    Jump Infantry
   Weapons
   Barbed Strangler    36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning
   Crushing Claws    Substitutes a D6 for its normal number of attacks. Any bonus attacks are added to the D6 roll. For determining the number of bio-weapon shots for a weapon, use the creatures base attacks.
   Fleshborer    12" Range; StC+1; AP5; Assault X; Living Ammunition
   Rending Claws    Gain Rending special ability. See page 42 of the Warhammer 40k Rulebook.
   Scything Talons    +1 Attack for each set of talons. (max +2)
   Venom Cannon    36" Range; StC+2(Max 10); AP4; Assault X