2k Assimulation
2k Assimulation
2k Assimulation
Configuration
Battle Size
Selections: 2. Strike Force (2000 Point limit)
Detachment
Selections: Assimilation Swarm
Abilities: Feed the Swarm
Show/Hide Options
Selections: Legends are visible, Unaligned Forces are visible, Unaligned Fortifications are visible
Unit M T SV W LD OC Ref
Deathleaper 8" 6 3+ 7 7+ 1
Character [295pts]
Broodlord [110pts]
Selections: Broodlord Claws and Talons, Regenerating Monstrosity [20pts]
Rules: Devastating Wounds, Leader, Scouts 8", Synapse, Twin-linked
Abilities: Hypnotic Gaze (Psychic), Invulnerable Save, Leader, Regenerating Monstrosity, Vicious
Insight, Melee Weapons: Broodlord Claws and Talons, Unit: Broodlord
Unit M T SV W LD OC Ref
Broodlord 8" 5 4+ 6 7+ 1
Parasite of Mortrex [95pts]
Selections: Barbed Ovipositor, Clawed Limbs, Instinctive Defense [15pts]
Rules: Anti- infantry 3+, Deep Strike, Extra Attacks, Lone Operative, Stealth, Synapse
Abilities: Instinctive Defense, It Itches!, Parasitic Infection, Melee Weapons: Barbed Ovipositor,
Clawed Limbs, Unit: Parasite of Mortrex
Unit M T SV W LD OC Ref
Parasite of Mortrex 12" 5 4+ 5 8+ 1
Winged Tyranid Prime [90pts]
Selections: Parasitic Biomorphology [25pts], Prime Talons, Warlord
Rules: Deep Strike, Leader, Shadow in the Warp, Synapse
Abilities: Alpha Warrior, Death Blow, Leader, Parasitic Biomorphology, Melee Weapons: Prime
Talons, Unit: Winged Tyranid Prime
Unit M T SV W LD OC Ref
Winged Tyranid Prime 12" 5 4+ 6 7+ 1
Battleline [75pts]
Gargoyles [75pts]
Rules: Deep Strike, Synapse
Abilities: Winged Swarm
10x Gargoyles
Selections: 10x Blinding Venom, 10x Fleshborer
Rules: Assault
Melee Weapons: Blinding Venom, Ranged Weapons: Fleshborer, Unit: Gargoyles
Unit M T SV W LD OC Ref
Gargoyles 12" 3 6+ 1 8+ 2
Infantry [975pts]
Biovores [75pts]
Rules: Deadly Demise 1, Synapse
Abilities: Seed Spore Mines
Biovore [75pts]
Selections: Chitin-barbed Limbs, Spore Mine Launcher
Rules: Blast, Devastating Wounds, Heavy, Indirect Fire
Melee Weapons: Chitin-barbed Limbs, Ranged Weapons: Spore Mine Launcher, Unit: Biovore
Unit M T SV W LD OC Ref
Biovore 5" 6 3+ 5 8+ 1
Genestealers [170pts]
Rules: Scouts 8", Synapse
Abilities: Invulnerable Save, Vanguard Predator
10x Genestealer
Selections: 10x Genestealers claws and talons
Melee Weapons: Genestealers claws and talons, Unit: Genestealers
Unit M T SV W LD OC Ref
Genestealers 8" 4 5+ 2 7+ 1
Neurolictor [65pts]
Selections: Piercing Claws and Talons
Rules: Infiltrators, Lone Operative, Precision, Shadow in the Warp, Stealth, Synapse
Abilities: Feeder Tendrils, Invulnerable Save, Neural Disruption, Psychological Saboteur (Aura),
Melee Weapons: Piercing Claws and Talons, Unit: Neurolictor
Unit M T SV W LD OC Ref
Neurolictor 8" 5 4+ 7 7+ 1
Neurolictor [65pts]
Selections: Piercing Claws and Talons
Rules: Infiltrators, Lone Operative, Precision, Shadow in the Warp, Stealth, Synapse
Abilities: Feeder Tendrils, Invulnerable Save, Neural Disruption, Psychological Saboteur (Aura),
Melee Weapons: Piercing Claws and Talons, Unit: Neurolictor
Unit M T SV W LD OC Ref
Neurolictor 8" 5 4+ 7 7+ 1
Pyrovores [90pts]
Rules: Deadly Demise 1, Synapse
Abilities: Burning Spray
3x Pyrovore [90pts]
Selections: 3x Chitin-barbed limbs, 3x Flamespurt
Rules: Ignores Cover, Torrent, Twin-linked
Melee Weapons: Chitin-barbed limbs, Ranged Weapons: Flamespurt, Unit: Pyrovores
Unit M T SV W LD OC Ref
Pyrovores 5" 6 3+ 5 8+ 1
Pyrovores [90pts]
Rules: Deadly Demise 1, Synapse
Abilities: Burning Spray
3x Pyrovore [90pts]
Selections: 3x Chitin-barbed limbs, 3x Flamespurt
Rules: Ignores Cover, Torrent, Twin-linked
Melee Weapons: Chitin-barbed limbs, Ranged Weapons: Flamespurt, Unit: Pyrovores
Unit M T SV W LD OC Ref
Pyrovores 5" 6 3+ 5 8+ 1
Pyrovores [30pts]
Rules: Deadly Demise 1, Synapse
Abilities: Burning Spray
Pyrovore [30pts]
Selections: Chitin-barbed limbs, Flamespurt
Rules: Ignores Cover, Torrent, Twin-linked
Melee Weapons: Chitin-barbed limbs, Ranged Weapons: Flamespurt, Unit: Pyrovores
Unit M T SV W LD OC Ref
Pyrovores 5" 6 3+ 5 8+ 1
Tyranid Warriors with Melee Bio-Weapons [170pts]
Rules: Shadow in the Warp, Synapse
Abilities: Adaptive Instincts
Tyranid Prime
Selections: Tyranid Warrior Claws and Talons
Rules: Twin-linked
Melee Weapons: Tyranid Warrior Claws and Talons, Unit: Tyranid Warrior
5x Tyranid Warrior
Selections: 5x Tyranid Warrior Claws and Talons
Rules: Twin-linked
Melee Weapons: Tyranid Warrior Claws and Talons, Unit: Tyranid Warrior
Unit M T SV W LD OC Ref
Tyranid Warrior 6" 5 4+ 3 7+ 2
Zoanthropes [220pts]
Rules: Shadow in the Warp, Synapse
Abilities: Invulnerable Save, Spirit Leech (Aura, Psychic), Warp Field (Aura, Psychic)
Neurothrope
Selections: Warp Blast, Xenos Claws and Teeth
Rules: Blast, Lethal Hits
Melee Weapons: Xenos claws and teeth, Ranged Weapons: ➤ Warp Blast - Focused
Witchfire, ➤ Warp Blast - Witchfire, Unit: Neurothrope
5x Zoanthrope
Selections: 5x Warp Blast, 5x Xenos Claws and Teeth
Rules: Blast, Lethal Hits
Melee Weapons: Xenos claws and teeth, Ranged Weapons: ➤ Warp Blast - Focused
Witchfire, ➤ Warp Blast - Witchfire, Unit: Zoanthrope
Unit M T SV W LD OC Ref
Neurothrope 5" 5 5+ 3 7+ 1
Zoanthrope 5" 5 5+ 3 7+ 1
Swarm [40pts]
Ripper Swarms [20pts]
Rules: Deep Strike, Synapse
Abilities: Chitinous Horrors (Aura)
Ripper Swarm [20pts]
Selections: Xenos Claws and Teeth
Rules: Sustained Hits 1
Melee Weapons: Xenos Claws and Teeth, Unit: Ripper Swarm
Unit M T SV W LD OC Ref
Ripper Swarm 6" 2 6+ 4 8+ 0
Unit M T SV W LD OC Ref
Ripper Swarm 6" 2 6+ 4 8+ 0
Monster [545pts]
Haruspex [125pts]
Selections: Grasping Tongue, Ravenous Maw, Shovelling Claws
Rules: Deadly Demise D3, Extra Attacks, Precision, Synapse
Abilities: Damaged: 1-5 Wounds Remaining, Grisly Spectacle, Melee Weapons: Ravenous Maw,
Shovelling Claws, Ranged Weapons: Grasping Tongue, Unit: Haruspex
Unit M T SV W LD OC Ref
Haruspex 8" 11 3+ 14 8+ 4
Haruspex [125pts]
Selections: Grasping Tongue, Ravenous Maw, Shovelling Claws
Rules: Deadly Demise D3, Extra Attacks, Precision, Synapse
Abilities: Damaged: 1-5 Wounds Remaining, Grisly Spectacle, Melee Weapons: Ravenous Maw,
Shovelling Claws, Ranged Weapons: Grasping Tongue, Unit: Haruspex
Unit M T SV W LD OC Ref
Haruspex 8" 11 3+ 14 8+ 4
Maleceptor [170pts]
Selections: Massive Scything Talons, Psychic Overload
Rules: Blast, Deadly Demise D3, Shadow in the Warp, Synapse
Abilities: Damaged: 1-5 Wounds Remaining, Encephalic Diffusion (Aura, Psychic), Invulnerable
Save, Melee Weapons: ➤ Massive Scything Talons - Strike, ➤ Massive Scything Talons - Sweep,
Ranged Weapons: Psychic Overload, Unit: Maleceptor
Unit M T SV W LD OC Ref
Maleceptor 8" 11 3+ 14 7+ 4
Psychophage [125pts]
Selections: Psycholastic Torrent, Talons and Betentacled Maw
Rules: Anti- Psyker 4+, Deadly Demise 1, Devastating Wounds, Feel No Pain, Synapse
Abilities: Bio-stimulus (Aura), Feeding Frenzy, Feel No Pain 5+, Melee Weapons: Talons and
Betentacled Maw, Ranged Weapons: Psycholastic Torrent, Unit: Psychophage
Unit M T SV W LD OC Ref
Psychophage 8" 9 3+ 10 8+ 3
Force Rules
Synapse: If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more
SYNAPSE models from your army, that unit is said to be within Synapse Range of your army. Each time a
TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that
test on 3D6 instead of 2D6. ()
Selection Rules
Anti- infantry 3+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time
an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified
Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Anti- Psyker 4+: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an
attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified
Wound roll of ‘x+’ scores a Critical Wound. (10th Edition Core Rules p28)
Assault: Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this
turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase.
When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are
equipped with. (10th Edition Core Rules p25)
Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of
attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every
five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can
never be used to make attacks against a unit that is within Engagement Range of one or more units from the
attacking model’s army (including its own unit). (10th Edition Core Rules p26)
Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked
models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x'
(if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deadly Demise D3: Some models have 'Deadly Demise x' listed in their abilities. When such a model is
destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked
models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x'
(if this is a random number, roll separately for each unit within 6"). (10th Edition Core Rules p23)
Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up
in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your
Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away
from all enemy models. (10th Edition Core Rules p39)
Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating
Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no
saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks
are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved
(10th Edition Core Rules p28)
Extra Attacks: Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each
time the bearer of such a weapon fights, it can make attacks with that weapon in addition to the one it chooses
to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules. (10th
Edition Core Rules p28)
Feel No Pain: Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability
suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the
result is greater than or equal to the number denoted by 'x: that wound is ignored and is not lost. If a model has
more than one Feel No Pain ability, you can only use one of those abilities each time that model
suffers damage and so would lose a wound. (10th Edition Core Rules p23)
Fights First: Units with this ability that are eligible to fight do so in the Fights First step, provided every model in
the unit has this ability. (10th Edition Core Rules p32)
Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with
such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll. (10th
Edition Core Rules p26)
Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each
time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.
(10th Edition Core Rules p25)
Indirect Fire: Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks
can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy
models in a target unit even though none may have been visible to the attacking unit when you selected that
target.
If no models in a target unit are visible to the attacking unit when you select that target, then each time a model
in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that
attack’s Hit roll and the target has the Benefit of Cover against that attack. (10th Edition Core Rules p26)
Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up
anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all
enemy models. (10th Edition Core Rules p39)
Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of
rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each
time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the
Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different
Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be
allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has
already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been
destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit. (10th Edition Core Rules p39)
Lethal Hits: Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an
attack is made with such a weapon, a Critical Hit automatically wounds the target. (10th Edition Core Rules p25)
Lone Operative: Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack
if the attacking model is within 12". (10th Edition Core Rules p19)
Precision: Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack
made with such a weapon successfully wounds an Attached unit, if a Character model in that unit is visible to the
attacking model, the attacking model’s player can choose to have that attack allocated to that Character model
instead of following the normal attack sequence. (10th Edition Core Rules p26)
Scouts 8": Some units have ‘Scouts x’ listed in their abilities. If every model in a unit has this ability, then at the
start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your
Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within
(provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that
moves using this ability must end that move more than 9\" horizontally away from all enemy models. If both
players have units that can do this, the player who is taking the first turn moves their units first. (10th Edition
Core Rules p39)
Shadow in the Warp: If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if
one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the
Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. ()
Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1
from that attack’s Hit roll. (10th Edition Core Rules p20)
Sustained Hits 1: Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons.
Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of
additional hits on the target as denoted by ‘x’ (10th Edition Core Rules p28)
Synapse: If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more
SYNAPSE models from your army, that unit is said to be within Synapse Range of your army. Each time a
TYRANIDS unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that
test on 3D6 instead of 2D6. ()
Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made
with such a weapon, that attack automatically hits the target. (10th Edition Core Rules p25)
Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an
attack is made with such a weapon, you can re-roll that attack’s Wound roll. (10th Edition Core Rules p25)