TEXT: Type:
  Core Units:
  Cost:
  Upgrades:
  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:
  The name of the formation.
  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.
  The point costs of a formation are listed under S, M and L
  (the costs for a small, medium or large formation, respectively).
  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).
  SPECIAL RULE
  The Hive Mind
  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.
  SPECIAL RULE
  Vanguard Organisms
  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.
  Tyranid – 2020-04-24
  1
  
  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).
  SYNAPSE SWARM FORMATIONS
  COST
  TYPE
  CORE UNITS
  S
  M
  L
  UPGRADES
  Tyranid Swarm
  One Hive Tyrant
  or two Tyrand
  Warriors, and any
  six of the
  following units:
  Hormagaunts,
  Termagants
  200
  375
  525
  Add any number of the following units for +15 points each: Hormagaunts, Termagants
  Add any number of Gargoyles for +20 points each
  Add any number of the following units for +25 points each: Biovore, Zoanthrope
  Add any number of Raveners for +30 points each
  Add any number of the following units for +50 points each: Carnifex, Exocrine, Haruspex,
  Malefactor
  Add any number of Trygons for +60 points each
  Add any number of Dactylis for +75 points each
  Add up to one Tyranids Warriors unit for +50 points
  Replace up to one Hive Tyrant in the army with a Dominatrix for +225 points
  Add up to one Symbiote character per army to a Hive Tyrant or Dominatrix for +50 points
  INDEPENDENT SWARM FORMATIONS
  (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
  Six Genestealers
  150
  n/a
  n/a
  Add any number of Genestealers for +25 points each
  Add up to one Brood Lord character for +25 points
  0–2 Lictor Swarm
  Four Lictors
  150
  n/a
  n/a
  Add up to two Lictors for +35 points each
  WAR ENGINE FORMATIONS
  (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
  Three Trygons
  225
  n/a
  n/a
  Add up to three Trygons for +65 points each
  Add any number of Raveners for +30 points each
  Tyranid – 2020-04-24
  2
  
  NAME
  Brood Lord
  TYPE
  CH
  SPEED
  n/a
  ARMOUR
  n/a
  CC
  n/a
  FF
  n/a
  WEAPONS
  -
  RANGE
  FIREPOWER
  NOTES
  Inspiring, Invulnerable Save, Leader.
  Symbiote
  CH
  n/a
  n/a
  n/a
  n/a
  -
  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.
  Gargoyles
  INF
  30cm
  -
  6+
  5+
  Flamespurts
  (15cm)
  Small Arms
  Brood (2), Expendable, Jump Packs.
  Genestealers
  INF
  20cm
  6+
  2+
  -
  Rending Claws
  (bc)
  Assault Weapons, FS
  Infiltrator, Scout.
  Hormagaunts
  INF
  20cm
  -
  3+
  -
  -
  Brood (1), Expendable, Infiltrator.
  Raveners
  INF
  20cm
  5+
  4+
  -
  Twin Scything Talons
  (bc)
  Assault Weapons, EA(+1)
  Brood (2), Expendable, Infiltrator, Tunneler.
  Termagants
  INF
  20cm
  -
  6+
  5+
  Fleshborers
  (15cm)
  Small Arms
  Brood (1), Expendable.
  Tyranid Warriors
  INF
  20cm
  5+
  2+
  5+
  Deathspitters
  30cm
  AP5+
  Fearless, Synapse (1).
  Biovore
  LV
  15cm
  6+
  6+
  5+
  Spore Mines
  30cm
  AP5+/AT6+, D, Ind
  Lictor
  LV
  20cm
  5+
  3+
  6+
  Flesh Hooks
  (15cm)
  Small Arms
  Lictor Talons
  (bc)
  Assault Weapons, S
  First Strike, Infiltrator, Invulnerable Save, Scout, Teleport.
  Zoanthrope
  LV
  15cm
  4+
  6+
  5+
  Warp Blast
  30cm
  AP5+/AA6+
  and
  (15cm)
  Small Arms, MW
  Invulnerable Save.
  Carnifex
  AV
  20cm
  4+
  3+
  5+
  Bio-Plasma
  (15cm)
  Small Arms
  Large Scything Talons
  (bc)
  Assault Weapons, EA(+1), MW
  Fearless, Reinforced Armour.
  Dactylis
  AV
  15cm
  4+
  5+
  5+
  Bile Pods
  45cm
  1BP, D, Ind
  Reinforced Armour.
  Exocrine
  AV
  15cm
  4+
  5+
  4+
  Bio-Cannon
  45cm
  2× AP4+/AT5+
  Reinforced Armour.
  Haruspex
  AV
  20cm
  4+
  3+
  5+
  Acid Jets and Frag Spines
  15cm
  2× AP5+/AT6+
  Claws and Mandibles
  (bc)
  Assault Weapons, EA(+1), MW
  Reinforced Armour.
  Hive Tyrant
  AV
  20cm
  4+
  3+
  5+
  Venon Cannon
  30cm
  AP4+/AT5+
  Lash Whip and Bonesword
  (bc)
  Assault Weapons, EA(+1), MW
  Commander, Fearless, Leader, Reinforced Armour, Synapse (2).
  Malefactor
  AV
  25cm
  4+
  4+
  5+
  Frag Spines
  15cm
  2× AP5+
  Arms
  (bc)
  Assault Weapons, EA(+1), MW
  Reinforced Armour, Transport. May transport two infantry units without Jump Packs
  or Mounted.
  Dominatrix
  WE
  20cm
  4+
  3+
  5+
  Bio-Titan Bio-Cannon
  45cm
  3× AP4+/AT5+, FxF
  Energy Pulse
  60cm
  3BP, MW
  and
  45cm
  AA5+, MW
  2× Massive Scything Talons
  (bc)
  Assault Weapons, 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).
  Harridan
  WE
  35cm
  5+
  5+
  5+
  Twin Harridan Bio-Cannon
  45cm
  2× AP4+/AT5+, FxF
  Large Scything Talons
  (bc)
  Assault Weapons, 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.
  Hierodule Bio-
  Titan
  WE
  25cm
  4+
  3+
  5+
  0–1× Bile Launcher
  60cm
  3BP, FwA
  0–1× Bio-Titan Bio-Cannon
  45cm
  3× AP4+/AT5+, FwA
  0–1× Cluster Spines
  45cm
  4BP, FwA
  0–1× Pyro-Acid Spray
  15cm
  3BP, FwA, IC
  0–2× Razorclaw
  (15cm)
  Small Arms, EA(+2)
  or
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  2× Massive Scything Talons
  (bc)
  Assault Weapons, 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.
  TYRANID FORCES
  
  Hierophant Bio-
  Titan
  WE
  25cm
  4+
  3+
  5+
  0–1× Bile Launcher
  60cm
  3BP, FwA
  0–1× Bio-Titan Bio-Cannon
  45cm
  3× AP4+/AT5+, FwA
  0–1× Cluster Spines
  45cm
  4BP, FwA
  0–1× Pyro-Acid Spray
  15cm
  3BP, FwA, IC
  0–2× Razorclaw
  (15cm)
  Small Arms, EA(+2)
  or
  (bc)
  Assault Weapons, EA(+1), TK(D3)
  Ripper Tentacles
  (bc)
  Assault Weapons, EA(+2), FS
  2× Gigantic Scything Talons
  (bc)
  Assault Weapons, 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.
  Trygon
  WE
  25cm
  5+
  4+
  6+
  Bio-Electric Field
  (15cm)
  Small Arms
  Large Scything Talons
  (bc)
  Assault Weapons, EA(+1), MW
  Damage Capacity 2, Fearless, Reinforced Armour, Tunneler. Critical Hit Effect:
  Destroyed.
  Brood:
  Synapse:
  Swarming:
  SPECIAL RULE
  Xeno-Sociology
  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:
  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
  after “Brood”.
  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 to “x”.
  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 of “swarm 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.
  Mobility:
  Regeneration:
  SPECIAL RULE
  Xeno-Biology
  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:
  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.
  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.
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/Warhammer Epic Games/Epic Armagedon/netea-tyranid-2020-04-24.pdf