Broodlord

Model NameMTSvWLdOC
Broodlord
75 x 42mm
8"54+ 4++67+1
Keywords:
Tyranids, Synapse, Vanguard Invader, Infantry, Character, Psyker, Great Devourer, Broodlord
Ranged WeaponsRangeABSSAPD
Melee WeaponsRangeABSSAPD
Broodlord claws and talons
devastating wounds, twin-linked
Melee526-22

Abilities

Vicious Insight:While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Hypnotic Gaze (Psychic):At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.

Wargear Options

Wargear Abilities

Unit Composition

1 Broodlord
This model is equipped with: Broodlord claws and talons.

Costs

1 model - 80pts

Led By

Stratagems

NameDescription
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP GO TO GROUND
Detachment: Core
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1CP EPIC CHALLENGE
Detachment: Core
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1CP RAPACIOUS HUNGER
Detachment: Assimilation Swarm
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1CP SECURE BIOMASS
Detachment: Assimilation Swarm
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1CP HUNTING GROUNDS
Detachment: Infestation Swarm
WHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway.

TARGET: That GREAT DEVOURER unit.

EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
1CP HYPERADRENAL REFLEXES
Detachment: Infestation Swarm
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREAT DEVOURER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save.
1CP PERVASIVE DREAD
Detachment: Infestation Swarm
WHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army.

TARGET: That GREAT DEVOURER unit.

EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
1CP RAPID REGENERATION
Detachment: Invasion Fleet
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1CP DEATH FRENZY
Detachment: Invasion Fleet
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1CP OVERRUN
Detachment: Invasion Fleet
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
2CP ADRENAL SURGE
Detachment: Invasion Fleet
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1CP PREDATORY IMPERATIVE
Detachment: Invasion Fleet
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

EFFECT: Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1CP ENFILADING EMERGENCE
Detachment: Subterranean Assault
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1CP REPLENISHING SWARMS
Detachment: Subterranean Assault
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1CP RETREAT BELOW
Detachment: Subterranean Assault
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP TUNNEL NETWORK
Detachment: Subterranean Assault
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1CP OVERRIDE INSTINCTS
Detachment: Synaptic Nexus
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1CP THE SMOTHERING SHADOW
Detachment: Synaptic Nexus
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1CP REINFORCED HIVE NODE
Detachment: Synaptic Nexus
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1CP IRRESISTIBLE WILL
Detachment: Synaptic Nexus
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1CP SYNAPTIC CHANNELLING
Detachment: Synaptic Nexus
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1CP IMPERATIVE DOMINANCE
Detachment: Synaptic Nexus
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1CP ASSASSIN BEASTS
Detachment: Vanguard Onslaught
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1CP UNSEEN LURKERS
Detachment: Vanguard Onslaught
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1CP SURPRISE ASSAULT
Detachment: Vanguard Onslaught
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1CP INVISIBLE HUNTER
Detachment: Vanguard Onslaught
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1CP SEEDED BROODS
Detachment: Vanguard Onslaught
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
2CP HYPERSENSORY SCILLIA
Detachment: Vanguard Onslaught
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
1CP SPONTANEOUS HYPERCORROSION
Detachment: Warrior Bioform Onslaught
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1CP SYNAPTIC AMPLIFICATION
Detachment: Warrior Bioform Onslaught
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.