Hive Fleet Onachus Tyranid Army List
Named after the Terran beast from ancient legends, Hive Fleet Onachus set the Homeworlds ablaze with its abhorrent touch.
Forces
The Hive Fleet Onachus Tyranid Army List uses the datasheets from the Tyranid Forces section.
Using The Army List
Hive Fleet Onachus Tyranid formations come in three types: synapse swarms, independent swarms and war engines. Each synapse swarm you include in the army allows you to field one independent swarm. No more than one fourth of the points available may be spent on war engines.
The army list includes the following information:
- Type
- The name of the formation.
- Core Units
- The units that make up the formation. The core units of a formation may be doubled or tripled. A formation with the normal number of core units is called a small (S) formation, a formation with double the number of core units is called a medium (M) formation, and a formation with triple the number of core units is called a large (L) formation.
- Cost
- The point costs of a formation are listed under S, M and L (the costs for a small, medium or large formation, respectively).
- Upgrades
- A formation may add any of the units noted here for their listed cost. If there is a limit on the number of units that may be added then this limit is doubled for medium formations and tripled for large formations.
- All of a formation’s core and upgrade units count as being part of one formation. The different units may not activate on their own.
Special Rules
The Mobility rule applies to all Tyranid units (see Xeno-Biology). Additionally, formations with synapse units may return brood units to play via Swarming (see Xeno-Sociology).
The Hive Mind
The Hive Mind of the Tyranids is a single coordinating sentience. Its influence is projected through synapse creatures that communicate with their lesser kin via a form of telepathy. Under the control of synapse creatures the slave organisms act in perfect unison. However, should the synapse creatures be slain the basic creatures revert to their animalistic behaviors until other synapse creatures can exert control over them. This is represented by the following rules for synapse swarm, not independent swarm or war engine, formations:
- Synapse swarms ignore brood units for the purposes of determining formation strength during tiebreak.
- A synapse swarm with no synapse units has an initiative of 3+ and may not capture objectives.
- A synapse swarm with at least one synapse unit ignores the -2 modifier for being broken when it is attempting to rally. Additionally, it can absorb other synapse swarm formations with no synapse units at the end of its action. The formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The units and blast markers of an absorbed formation become part of the formation. An absorbed formation is considered completely destroyed for the purposes of tiebreak and the Break Their Spirit goal.
Vanguard Organisms
Only Genestealer and Lictor Swarm formations may be set up on the table as garrisons
at the start of the Epic tournament game scenario.
Hive Fleet Onachus Tyranid Army List
Hive Fleet Onachus Tyranid armies have a strategy rating of 1. All Tyranid formations have an initiative rating of 1+ but synapse swarm formations have an initiative of 3+ if they do not contain synapse units. If a synapse swarm does contain a synapse unit it ignores the -2 modifier for being broken when rallying (see The Hive Mind).
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | S | M | L | Upgrades |
Tyranid Swarm | One Hive Tyrant or two Tyranid Warriors, and any six of the following units: Hormagaunts, Termagants | 200 | 375 | 525 |
|
(One independent swarm may be fielded per each synapse swarm.) | |||||
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | S | M | L | Upgrades |
Biovore Swarm | Five Biovores | 150 | 275 | 375 | Add any number of Biovores for +25 points each |
Dactylis Swarm | Three Dactylis | 300 | 575 | 825 | Add any number of Dactylis for +100 points each |
Exocrine Swarm | Three Exocrine | 175 | 325 | 450 | Add any number of Exocrine for +50 points each |
Genestealer Swarm | Eight Genestealers | 175 | n/a | n/a |
|
0–2 Lictor Swarm | Four Lictors | 150 | n/a | n/a | Add up to two Lictors for +35 points each |
(Up to a fourth of the points available may be spent on these formations.) | |||||
Cost | |||||
---|---|---|---|---|---|
Type | Core Units | S | M | L | Upgrades |
Harridan Swarm | One Harridan | 150 | 300 | 450 | Add any number of Gargoyles for +20 points each |
Hierodule Bio-Titan | One Hierodule Bio-Titan | 350 | n/a | n/a | None |
Hierophant Bio-Titan | One Hierophant Bio-Titan | 525 | n/a | n/a | None |
Trygon Swarm | Four Trygons | 250 | n/a | n/a |
|
Tyranid Forces
- Inspiring
- Invulnerable Save
- Leader
- Supreme Commander
- Synapse (+1)
If added to the Dominatrix the unit will additionally loose supreme commander and synapse (+1) on a Critical Hit Effect roll of a 6.
- IC
- Brood (2)
- Expendable
- Jump Packs
- FS
- Infiltrator
- Scout
- Brood (1)
- Expendable
- Infiltrator
- EA(+1)
- Brood (2)
- Expendable
- Infiltrator
- Tunneler
- Brood (1)
- Expendable
- Fearless
- Synapse (1)
- D
- Ind
- S
- First Strike
- Infiltrator
- Invulnerable Save
- Scout
- Teleport
- MW
- Invulnerable Save
- EA(+1)
- MW
- Fearless
- Reinforced Armour
- D
- Ind
- Reinforced Armour
- Reinforced Armour
- EA(+1)
- MW
- Reinforced Armour
- EA(+1)
- MW
- Commander
- Fearless
- Leader
- Reinforced Armour
- Synapse (2)
- EA(+1)
- MW
- Reinforced Armour
- Transport
May transport two infantry units without Jump Packs or Mounted.
- FxF
- MW
- MW
- EA(+1)
- TK
- Damage Capacity 4
- Commander
- Fearless
- Invulnerable Save
- Leader
- Regeneration
- Reinforced Armour
- Synapse (2)
May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses commander, leader and synapse (2).
- FxF
- EA(+1)
- MW
- Damage Capacity 3
- Fearless
- Reinforced Armour
- Skimmer
- Transport
May transport four Gargoyles. Critical Hit Effect: The unit takes an extra point of damage.
- FwA
- FwA
- FwA
- FwA
- IC
- EA(+2)
- EA(+1)
- TK(D3)
- EA(+1)
- TK
- Damage Capacity 4
- Fearless
- Invulnerable Save
- Regeneration
- Reinforced Armour
May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Armed with two weapons chosen from the following list (only a Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines, Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses another point of damage.
- FwA
- FwA
- FwA
- FwA
- IC
- EA(+2)
- EA(+1)
- TK(D3)
- EA(+2)
- FS
- EA(+1)
- TK(D3)
- Damage Capacity 6
- Fearless
- Invulnerable Save
- Regeneration
- Reinforced Armour
May step over units and and pieces of terrain that are lower then the unit’s abdomen and less than 2cm wide. Armed with two weapons chosen from the following list (only a Razorclaw may be chosen twice): Bile Launcher, Bio-Titan Bio-Cannon, Cluster Spines, Pyro-Acid Spray, Razorclaw. Critical Hit Effect: The unit takes a point of damage. Roll a D6, on a roll of 1 all units within 5cm take a hit on a roll of 6+, and on a roll of 6 the unit loses another point of damage.
- EA(+1)
- MW
- Damage Capacity 2
- Fearless
- Reinforced Armour
- Tunneler
Critical Hit Effect: Destroyed.
Xeno-Sociology
A Tyranid invasion is more akin to an infestation. Lesser creatures are everywhere, whether because they were separated from a swarm or because they just made planetfall via a Mycetic Spore. These creatures instinctively seek out the psychic conduits of the Hive Mind that are the synapse creatures. This is represented by the following rules:
- Brood
- Units with brood (brood units) are placed in the army’s off-board
swarm pool
when they are destroyed. These units may be returned to play via swarming for a number of swarm points equal to their brood value. This is the number in parenthesis afterBrood
. - Synapse
- Formations that contain at least one unit with synapse (a synapse unit) may return brood units from the swarm pool to play via swarming. Each synapse unit has a synapse value, the number in parenthesis after
Synapse
. Some characters are noted as having Synapse (+x). These increase the synapse value of the unit they are added to by a number equal tox
. - Swarming
- After a formation regroups, or in the End phase after all formations have rallied, a formation with at least one synapse unit may
swarm
. Total up all the synapse values in the formation, this is the number ofswarm points
available to the formation. Units with brood in the swarm pool may be returned to play for a number of swarm points equal to their brood value. If a formation is broken or within 30cm of enemy units halve the number of swarm points available to it, rounding up. If a formation is broken and within 30cm of enemy units then it may not swarm. - All units returned to play in this manner must be placed within 5cm of a unit from the formation that was there prior to swarming. These units may not be placed in enemy zone of control or in impassable terrain. Not all of the swarm points available need to be used, but any leftover are discarded.
Xeno-Biology
Tyranids are the most rapidly evolving species in the known galaxy. The developmental leaps exhibited in broods from the same hive fleet would normally take millions of years to achieve in other creatures. Their biology gives them certain benefits on the field of battle which are represented by the following rules:
- Mobility
- Tyranid armored vehicle and war engine units do not take dangerous terrain tests. In addition, Tyranid light vehicle units count as infantry for the purposes of terrain (see Terrain). Fortified positions such as minefields or razorwire, and special terrain features such as lava flows affect Tyranids normally.
- Regeneration
- War engine units with regeneration can regain lost damage capacity points. Each unit with regeneration regains one damage capacity point at the beginning of each turn’s end phase. Regeneration cannot be used by a destroyed unit nor may it increase a unit’s damage capacity beyond the starting amount.