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The Tyranids swarm across the galaxy in vast hive fleets, driven by a terrifying gestalt intelligence known as the Hive Mind. Their only goal is to devour all biomass in their path and use it to fuel the spawning of fresh waves of horrific xenos war-beasts to unleash upon the next world they invade.

Books

BookKindEditionVersionLast update
  Warhammer 40,000 Kill TeamRulebook81.0August 2019
  Kill Team: CommandersExpansion81.0August 2019
  Kill Team: ElitesExpansion81.0August 2019

FAQ

Rulebook: Warhammer 40,000 Kill Team

 Q: If a Tyranid Warrior is equipped with two pairs of boneswords, do they make one or two additional attacks?
 A
One.
 Q: How many Tyranid Warriors or Tyranid Warrior Gunners in my kill team can have flesh hooks?
 A
Any or all of them.
 Q: How many Genestealers in my kill team can have flesh hooks?
 A
One.
 Q: Can a model shoot with flesh hooks in a battle round in which it was charged?
 A
Yes.
 Q: When making an Injury roll for an attack made by a model with toxin sacs, how is the 1 additional damage applied?
 A
This ability will add 1 to the Damage characteristic of the weapon being used for that attack. For example, a model with toxin sacs makes a wound roll of 6 for an attack made with boneswords. The Damage characteristic of the boneswords for that attack will be treated as 2 instead of 1, and therefore if the saving throw for that attack is failed and the target is reduced to 0 wounds, two D6 would be rolled for the Injury roll and the highest result applied.
 Q: How do I use the Metabolic Overdrive Tactic to move a model from my Kill Team?
 A
In most cases, you will use Metabolic Overdrive to make a charge attempt after a normal move, or to Advance after Advancing*, or to make a move after a failed charge. However, the following describes in full how you can use Metabolic Overdrive:

After a model from your kill team has made a normal move, Fallen Back, Advanced, Retreated, or moved as part of a failed charge, you can use the Metabolic Overdrive Tactic. That model can then make another move. If the model began the Movement phase within 1" of an enemy model, this can only be to Fall Back. If the model has made a normal move or Retreated, this can be to make a normal move, Advance, or make a charge attempt. If the model has Advanced or moved as part of a failed charge, this can be to make a normal move or Advance. Whichever you choose, the model cannot shoot for the rest of the battle round.

* Note that if a model Advances twice in the same Movement phase using this Tactic or another rule like it, make an Advance roll each time it Advances and add each result to that model’s Move characteristic for that phase.

Tyranid Kill Teams

If every model in your kill team has the TYRANIDS Faction keyword, you can use Tyranids Tactics.

CAUSTIC BLOOD
Tyranids Tactic
Use this Tactic when a model from your kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1" of that model. On a 6 that enemy model suffers 1 mortal wound after all of its attacks have been resolved.
1 COMMAND POINT
SCORCH BUGS
Tyranids Tactic
Use this Tactic when a Termagant with a fleshborer from your kill team is chosen to shoot in the Shooting phase. Add 1 to wound rolls for that model until the end of the phase.
1 COMMAND POINT
LURK
Tyranids Tactic
Use this Tactic in the Movement phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle round, if this model is obscured, shooting attacks that target this model suffer an additional -1 modifier to their hit rolls.
1 COMMAND POINT
FEEDER TENDRILS
Tyranids Tactic
Use this Tactic when a GENESTEALER or LICTOR from your kill team takes an enemy Leader out of action in the Fight phase. Gain D3 Command Points.
1 COMMAND POINT
METABOLIC OVERDRIVE
Tyranids Tactic
Use this Tactic in the Movement phase, after making a normal move with a model from your kill team. You can make a second normal move with that model, but if you do, the model cannot shoot this battle round. In addition, roll a D6; on a 1 the model suffers 1 mortal wound.
2 COMMAND POINTS
HUNTING ROAR
Tyranids Tactic
Use this Tactic when a TYRANID WARRIOR from your kill team finishes a charge move within 1" of any enemy models. You can re-roll failed hit rolls for models from your kill team within 6" of that Tyranid Warrior in the Fight phase in this battle round.
2 COMMAND POINTS
DEATH FROM BELOW
Tyranids Tactic
Use this Tactic at the end of the Movement phase. Choose up to three RAVENER models from your kill team that were set up in Reserve and set them up anywhere on the battlefield that is more than 5" away from any enemy models.
1 COMMAND POINT
PREDATORY LEAP
Tyranids Tactic
Use this Tactic before making a charge roll for a model from your kill team. Treat that model as if it could FLY when making its charge move.
1 COMMAND POINT
IMPLANT ATTACK
Tyranids Tactic
Use this Tactic before an Injury roll is made for an enemy model that was reduced to 0 wounds by a model from your kill team in the Fight phase. Apply a +2 modifier to the Injury roll.
2 COMMAND POINTS
LEGACY OF YMGARL
Tyranids Tactic
Use this Tactic when you choose a Genestealer in your kill team to fight in the Fight phase. Re-roll failed wound rolls for that model until the end of the phase.
1 COMMAND POINT
ADRENALINE SURGE
Tyranids Tactic
Use this Tactic at the end of the Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
2 COMMAND POINTS
RAPID REGENERATION
Tyranids Tactic
Use this Tactic when a model from your kill team is taken out of action. Roll a D6. On a 4+ that model is treated as if it had suffered a flesh wound instead.
2 COMMAND POINTS
SINGLE-MINDED ANNIHILATION
Tyranids Tactic
Use this Tactic after a model from your kill team shoots in the Shooting phase. You can immediately shoot an additional time with that model. This Tactic costs 1 Command Point to use, or 2 Command Points if used on a TYRANID WARRIOR or RAVENER, or 3 Command Points if used on a HIVE GUARD.
1-3 COMMAND POINTS
MELT INTO THE SHADOWS
Tyranids Tactic
Use this Tactic at the beginning of the battle round if Deathleaper is on the battlefield and not shaken. Until the end of the battle round, that model cannot make any charge attempts, but your opponent must subtract 1 from hit rolls for attacks that target that model.
1 COMMAND POINT

Aura Tactics

ALPHA WARRIOR
Tyranids Tactic
Tyranid Prime Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TYRANID PRIME. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to hit rolls for friendly models within 6" of this model.
1 COMMAND POINT

Hive Mind Discipline

To generate psychic powers from the Hive Mind discipline, you can either roll a D3 to generate them randomly (re-roll any duplicate results), or you can select those you wish the psyker to have. Do so before each battle.

D3PSYCHIC POWER
1

DOMINION

The Tyranid uses its prodigious psychic strength to channel and amplify the will of the Hive Mind.

Dominion has a warp charge value of 4. If manifested, select a friendly model within 18" of the psyker that has the Instinctive Behaviour ability. Until the start of the next Psychic phase, that model ignores its Instinctive Behaviour ability and automatically passes Nerve tests.

2

CATALYST

Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with unnatural vitality.

Catalyst has a warp charge value of 5. If manifested, select a friendly model within 18" of the psyker. Until the start of the next Psychic phase, roll a D6 each time that model loses a wound. On a 5+ that wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and re-roll 1s when making these rolls.

3

THE HORROR

The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.

The Horror has a warp charge value of 5. If manifested, select an enemy model within 18" of and visible to the psyker. Until the start of the next Psychic phase, that model must subtract 1 from their hit rolls and Leadership characteristic.


Hive Fleet Adaptations

The Sub-factions for models with the TYRANIDS Faction keyword are called hive fleets, and their Subfaction abilities are called Hive Fleet Adaptations. If your kill team is Battle-forged and all models in your kill team are drawn from the same hive fleet, models in the kill team gain the Hive Fleet Adaptation described below, and you can use that hive fleet’s Tactics.

If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet’s parent hive fleet, either consult the background sections of our books or choose an adaptation from those below that best describes its character and fighting style.

BEHEMOTH: HYPER-AGGRESSION

Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.

You can re-roll charge rolls for models in your kill team.

KRAKEN: QUESTING TENDRILS

The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.

When a model in your kill team Advances, roll three D6 instead of one and pick the highest to add to the Move characteristic of that model for that Movement phase. In addition, if a model in your kill team started the Movement phase within 1" of an enemy model, but when you pick it to move there are no enemy models within 1", that model can make a charge attempt instead of Falling Back or remaining stationary.

LEVIATHAN: SYNAPTIC IMPERATIVE

Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.

Roll a D6 each time a model in your kill team loses a wound whilst it is within 6" of a friendly SYNAPSE model. On a 6, the damage is ignored and the model does not lose a wound. In addition, models in your kill team that are within 6" of a friendly SYNAPSE model do not suffer the penalty to their hit rolls from one flesh wound they have suffered.

GORGON: ADAPTIVE TOXINS

The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims.

You can re-roll wound rolls of 1 in the Fight phase for attacks made by models in your kill team.

JORMUNGANDR: TUNNEL NETWORKS

The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.

Models in your kill team (other than models that can FLY) are considered to be obscured to enemy models that target them. If the model Advances or charges, however, it loses this benefit until the end of the battle round.

HYDRA: SWARMING INSTINCTS

Hive Fleet Hydra’s super-swarms overwhelm their prey with sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.

You can re-roll hit rolls in the Fight phase for attacks made by models in your kill team that target an enemy model that is within 1" of another model in from your kill team.

KRONOS: BIO-BARRAGE

Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.

Re-roll unmodified hit rolls of 1 in the Shooting phase for models in your kill team if they have not moved in this battle round.


Datasheets


Genestealer

NAME M WS BS S T W A Ld Sv Max
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+ -
This model is armed with rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
0
Acid maw
Melee
Melee
User
-3
1
-
0
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may take a pair of scything talons.
 • This model may take toxin sacs and/or an extended carapace.
 • One Genestealer in your kill team may take an acid maw.
 • One other Genestealer in your kill team may take flesh hooks.
ABILITIES
Extended Carapace:
0
A model with an extended carapace has a Save characteristic of 4+ but loses the Swift and Deadly ability.

Lightning Reflexes: This model has a 5+ invulnerable save.

Swift and Deadly: You can re-roll failed charge rolls for this model.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Leader, Combat, Scout, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, GENESTEALER


Hormagaunt

NAME M WS BS S T W A Ld Sv Max
Hormagaunt 8" 4+ 4+ 3 3 1 2 5 6+ -
This model is armed with a pair of scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may take toxin sacs and/or adrenal glands.
ABILITIES
Instinctive Behaviour: Unless this model is within 24" of a friendly SYNAPSE model, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy model, and subtract 2 from charge rolls made for it if it declares a charge against any model other than the nearest enemy model.

Bounding Leap: Whenever this model piles in or consolidates, it can move up to 6".

Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Combat, Scout, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, HORMAGAUNT


Lictor

NAME M WS BS S T W A Ld Sv Max
Lictor 9" 2+ 4+ 6 4 4 3 9 5+ -
This model is armed with flesh hooks, grasping talons and rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
0
Grasping talons
Melee
Melee
User
-1
2
-
0
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
Chameleonic Skin: When an enemy player makes a hit roll for a shooting attack that targets this model, and this model is obscured, that hit roll suffers an additional -1 modifier.
SPECIALISTS
Leader, Combat, Comms, Scout, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, LICTOR


Termagant

NAME M WS BS S T W A Ld Sv Max
Termagant 6" 4+ 4+ 3 3 1 1 5 6+ -
This model is armed with a fleshborer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
3
Devourer
18"
Assault 3
4
0
1
-
0
Fleshborer
12"
Assault 1
4
0
1
-
WARGEAR OPTIONS
 • This model may replace its fleshborer with a devourer or spinefists.
 • This model may take toxin sacs and/or adrenal glands.
ABILITIES
Instinctive Behaviour: Unless this model is within 24" of a friendly SYNAPSE model, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy model, and subtract 2 from charge rolls made for it if it declares a charge against any model other than the nearest enemy model.

Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Scout, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, TERMAGANT


Tyranid Warrior

NAME M WS BS S T W A Ld Sv Max
Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+ -
Tyranid Warrior Gunner 6" 3+ 4+ 4 4 3 3 9 4+ 1
This model is armed with a pair of scything talons and a devourer.
One Tyranid Warrior in your kill team can be a Tyranid Warrior Gunner.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
3
Barbed strangler
36"
Assault D6
5
-1
1
-
2
Deathspitter
24"
Assault 3
5
-1
1
-
0
Devourer
18"
Assault 3
4
0
1
-
0
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
4
Venom cannon
36"
Assault D3
8
-2
D3
-
0
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
1
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield.
0
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may replace its scything talons with rending claws, boneswords or a lash whip and bonesword.
 • This model may replace its devourer with a deathspitter, spinefists, rending claws, boneswords, a pair of scything talons or a lash whip and bonesword.
 • A Tyranid Warrior Gunner may instead replace its devourer with a barbed strangler or venom cannon.
 • This model may take flesh hooks.
 • This model may take toxin sacs and/or adrenal glands.
ABILITIES
Synapse: TYRANIDS models automatically pass Nerve tests while within 12" of any friendly models with this ability.

Shadow in the Warp: Subtract 1 from any psychic tests made for enemy PSYKERS within 18" of a model with this ability. TYRANIDS PSYKERS are not affected.

Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Heavy (Gunner only), Leader, Combat, Comms, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, SYNAPSE, TYRANID WARRIOR


Hive Guard

NAME M WS BS S T W A Ld Sv Max
Hive Guard 5" 4+ 3+ 4 5 3 2 7 4+ -
This model is armed with an impaler cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Impaler cannon
36"
Heavy 2
8
-2
D3
This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
0
Shockcannon
36"
Assault D3
7
-1
D3
-
WARGEAR OPTIONS
 • This model may replace its impaler cannon with a shockcannon.
 • This model may take toxin sacs and/or adrenal glands.
ABILITIES
Instinctive Behaviour: Unless this model is within 24" of a friendly SYNAPSE model, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy model, and subtract 2 from charge rolls made for it if it declares a charge against any model other than the nearest enemy model.

Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Heavy, Sniper, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, HIVE GUARD


Ravener

NAME M WS BS S T W A Ld Sv Max
Ravener 12" 3+ 4+ 4 4 3 4 5 5+ -
This model is armed with two pairs of scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
5
Deathspitter
24"
Assault 3
5
-1
1
-
3
Devourer
18"
Assault 3
4
0
1
-
1
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may replace one of its pairs of scything talons with rending claws.
 • This model may take a devourer, deathspitter or spinefists.
ABILITIES
Instinctive Behaviour: Unless this model is within 24" of a friendly SYNAPSE model, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy model, and subtract 2 from charge rolls made for it if it declares a charge against any model other than the nearest enemy model.
SPECIALISTS
Combat, Scout, Veteran
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, RAVENER


Tyrant Guard

NAME M WS BS S T W A Ld Sv Max
Tyrant Guard 7" 3+ 4+ 5 5 3 3 6 3+ -
This model is armed with rending claws and scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
7
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
1
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield.
1
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may replace its scything talons with crushing claws or a lash whip and bonesword.
 • This model may take toxin sacs and/or adrenal glands.
ABILITIES
Instinctive Behaviour: Unless this model is within 24" of a friendly SYNAPSE model, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy model, and subtract 2 from charge rolls made for it if it declares a charge against any model other than the nearest enemy model.

Shieldwall: Roll a dice each time a COMMANDER loses a wound whilst they are within 3" of any friendly models with this ability; on a 2+ choose one of these models to intercept that hit – the Commander does not lose a wound but the model you chose suffers a mortal wound.

Blind Rampage: From the end of a phase in which a friendly COMMANDER is taken out of action, until the end of the battle, this model’s Weapon Skill characteristic becomes 4+ and its Attacks characteristic becomes 4.

Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Toxin Sacs:
1
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Combat, Veteran, Zealot
FACTION KEYWORDS
TYRANIDS
KEYWORDS
INFANTRY, TYRANT GUARD


Commanders


Broodlord

NAME M WS BS S T W A Ld Sv Max
Broodlord 8" 2+ - 5 5 6 6 10 4+ 1
This model is armed with monstrous rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
ABILITIES
Lightning Reflexes: This model has a 5+ invulnerable save.

Shadow in the Warp: Subtract 1 from any psychic tests made for enemy PSYKERS within 18" of a model with this ability. TYRANIDS PSYKERS are not affected.

Swift and Deadly: You can re-roll failed charge rolls for this model.

Synapse: TYRANIDS models automatically pass Nerve tests while within 12" of any friendly models with this ability.
PSYKER
This model can attempt to manifest one psychic power and deny one psychic power in each Psychic phase. It knows the Psybolt psychic power as well as one psychic power generated from the Hive Mind discipline.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Psyker, Stealth, Strategist, Strength
FACTION KEYWORDS
TYRANIDS
KEYWORDS
COMMANDER, INFANTRY, GENESTEALER, PSYKER, SYNAPSE, BROODLORD


Tyranid Prime

NAME M WS BS S T W A Ld Sv Max
Tyranid Prime 6" 2+ 3+ 5 5 6 4 10 3+ 1
This model is armed with scything talons and a devourer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
5
Deathspitter
24"
Assault 3
5
-1
1
-
0
Devourer
18"
Assault 3
4
0
1
-
2
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
0
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
5
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
5
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield.
0
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • This model may replace its devourer with a deathspitter, scything talons, spinefists, boneswords, rending claws, or a lash whip and bonesword.
 • This model may replace its scything talons with either boneswords, rending claws, or a lash whip and bonesword.
 • This model may have flesh hooks.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
Adrenal Glands:
1
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.

Shadow in the Warp: Subtract 1 from any psychic tests made for enemy PSYKERS within 18" of a model with this ability. TYRANIDS PSYKERS are not affected.

Synapse: TYRANIDS models automatically pass Nerve tests while within 12" of any friendly models with this ability.

Toxin Sacs:
8
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
SPECIALISTS
Ferocity, Fortitude, Leadership, Melee, Strategist, Strength
TACTICS
Alpha Warrior
FACTION KEYWORDS
TYRANIDS
KEYWORDS
COMMANDER, INFANTRY, SYNAPSE, TYRANID PRIME


Deathleaper

NAME M WS BS S T W A Ld Sv Max
Deathleaper 9" 2+ 4+ 6 4 6 4 10 5+ 1
This model is armed with flesh hooks, grasping talons and rending claws.
Only one of this model may be included on your command roster.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
0
Grasping talons
Melee
Melee
User
-1
2
-
0
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
It’s After Me!: You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper’s attacks that target enemy COMMANDERS. In addition, Deathleaper can make a charge attempt when it is set up from Reserve, though if it does so you may only roll a single D6 (rather than 2D6) for the charge roll.
SPECIALISTS
Legendary Hunter (Level 4)
TACTICS
Melt into the Shadows
FACTION KEYWORDS
TYRANIDS
KEYWORDS
COMMANDER, INFANTRY, LICTOR, DEATHLEAPER

Wargear

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
3
Barbed strangler
36"
Assault D6
5
-1
1
-
2..5
Deathspitter
24"
Assault 3
5
-1
1
-
0..3
Devourer
18"
Assault 3
4
0
1
-
0..2
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy model, and can target enemy models within 1" of friendly models.
0
Fleshborer
12"
Assault 1
4
0
1
-
0
Impaler cannon
36"
Heavy 2
8
-2
D3
This weapon can be fired at models that are not visible to the bearer. If the target is not visible to the bearer, a 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.
0
Shockcannon
36"
Assault D3
7
-1
D3
-
0..2
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
4
Venom cannon
36"
Assault D3
8
-2
D3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Acid maw
Melee
Melee
User
-3
1
-
0..5
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
7
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Grasping talons
Melee
Melee
User
-1
2
-
1..5
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is taken out of action in the Fight phase before it has made its attacks in that phase, it may immediately fight before being removed from the battlefield.
0
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
0..1
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
1
Adrenal Glands
If a model has adrenal glands, add 1" to the distance it can move when it Advances or charges.
0
Extended Carapace
A model with an extended carapace has a Save characteristic of 4+ but loses the Swift and Deadly ability.
1..8
Toxin Sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
Wound Roll
If an attack scores a hit, you will then need to roll another dice to see if the attack wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+


If the roll is equal to or greater than the required number, the attack succeeds and the attack sequence continues. If the roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 is always successful.
Saving Throw
The player controlling the target model then makes a saving throw by rolling a D6 and modifying the roll by the Armour Penetration characteristic of the attacking weapon. For example, if the attacking weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw. If the result is equal to, or greater than, the Save characteristic of the target model, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified saving throw of 1 always fails.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target model. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just inflict damage to the model. If a mortal wound reduces a model to 0 wounds, any further mortal wounds directed against this model by this attack are not resolved and the player whose model caused the mortal wound makes an Injury roll for that model.
METABOLIC OVERDRIVE
Tyranids Tactic
Use this Tactic in the Movement phase, after making a normal move with a model from your kill team. You can make a second normal move with that model, but if you do, the model cannot shoot this battle round. In addition, roll a D6; on a 1 the model suffers 1 mortal wound.
2 COMMAND POINTS
Charge Move
After all Reactions have been resolved, make a charge roll by rolling 2D6. The charging model can move up to this number of inches – this is their charge distance this turn. To make a successful charge roll, the model must finish its move within 1" of at least one of the target models. A model that does so is said to have charged, and the enemy models that are within 1" of it at the end of its move are said to have been charged. It cannot move within 1" of an enemy model that was not a target of its charge.

If the model cannot finish its move while following these restrictions, the charge fails and the model is not said to have charged – however, the model can move up to its charge distance, as long as that move takes it as close as possible to at least one of the targets of its charge, and not within 1" of any enemy models. A model can only make one charge attempt in each Movement phase, and once it has done so it cannot shoot later in the battle round. If you have Kill Team tokens, place a Charge token next to the model as a reminder.
Advancing
When you pick a model to move, instead of making a normal move with that model you can declare that it will Advance, unless it is within 1" of an enemy model. If you do so, make an Advance roll by rolling a D6. Add the result to the model’s Move characteristic for that Movement phase. You can then move that model a distance equal to or less than its Move characteristic. A model that Advances cannot charge, React or shoot later that battle round. If you have Kill Team tokens, place an Advance token next to the model as a reminder.
Falling Back
When you pick a model to move, if that model started the Movement phase within 1" of an enemy model, it cannot make a normal move. Instead, it can either remain stationary or Fall Back. A model cannot Fall Back if an enemy model finished a charge move within 1" of it in the same phase. If you choose to Fall Back, the model can move a distance equal to or less than its Move characteristic, but must end its move more than 1" away from all enemy models. If a model Falls Back, it cannot Advance, charge, React or be Readied in that phase. A model that Falls Back also cannot shoot later that battle round unless it can FLY. If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.
Retreat
A target model cannot Retreat if it has already made a move of any kind (or attempted to charge) in this phase. A model can Retreat if it has already fired Overwatch in this phase. When a model Retreats, it can be moved up to 3" by the controlling player. This move must end with the model further away from the charging model, and more than 1" from any other enemy models. A model that Retreats cannot React later in the battle round, and cannot shoot later in the battle round (unless it can FLY). If you have Kill Team tokens, place a Fall Back token next to the model as a reminder.

The TYRANIDS keyword is used in following Tyranids datasheets:

Datasheet
• Lictor
• Ravener
Commander
Obscured
Other models (even friendly models) and terrain may hide a target from view. If the target of an attack is even partially obscured from the best point of view of the firing model (that is, the point of view from a part of the firing model that gives the clearest line of sight), then it is said to be obscured.

When checking to see if a target is obscured, consider the main body of the firing and target models – do not include a model’s base or parts that are ‘sticking out’ like aerials or weapons, but do include all limbs and a model’s head. If there is still doubt, we recommend the players agree about what constitutes the main body of a model before the battle begins.
Long Range
A target is at long range if it is more than half the weapon’s Range characteristic away from the attacking model. Grenade weapons are not affected by this rule.

For example, a boltgun has a Range of 24". Any target that is more than 12" away from a model attacking with a boltgun is at long range.
Flesh Wound
A model that suffers a flesh wound is restored to 1 wound remaining. A model with one or more flesh wounds suffers penalties to hit and is more likely to be taken out of action (see above). Mark one of the empty Flesh Wound boxes on that model’s datacard. If a model suffers a flesh wound and all of the Flesh Wound boxes on their datacard are marked, it is taken out of action instead. In the Morale phase each player takes Nerve tests for each of their models that has one or more flesh wounds.
Hit Roll
To see if an attack hits the target, roll a D6 and apply the following cumulative modifiers:

HIT ROLL MODIFIERS
Target model is at long range-1
Target model is obscured-1
Each flesh wound on the attacking model-1
Attacking model’s kill team is broken-1

If the result is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails, and an unmodified hit roll of 6 always hits.

The GENESTEALER keyword is used in following Tyranids datasheets:

Datasheet
Commander

The LICTOR keyword is used in following Tyranids datasheets:

Datasheet
• Lictor
Commander
Out of Action
A model that is taken out of action is seriously injured or may even be slain – either way it will play no further part in the battle. Remove that model from the battlefield.

The TYRANID WARRIOR keyword is used in following Tyranids datasheets:

Datasheet

The RAVENER keyword is used in following Tyranids datasheets:

Datasheet
• Ravener
Setting Up In Reserve
During deployment, instead of setting up a model on the battlefield as described by the mission, you can set that model up in Reserve. You can do this with up to half of the models in your kill team, but if you are using a Battle-forged kill team, the total points cost of any models you set up in Reserve can be no greater than half of your kill team’s Force.
Fly
If the datasheet for a model says it can FLY (i.e. it has the FLY keyword), it can move across models and terrain – other than impassable terrain – as if they were not there, though it must end its move on a surface it can stand on, other than another model or another model’s base. Do not measure vertical distance when moving a model that can FLY.

The HIVE GUARD keyword is used in following Tyranids datasheets:

Datasheet
Nerve Tests
You must take a Nerve test for each of your models that has a flesh wound, and for your other models if your kill team is broken. To take a Nerve test for a model, roll a D6 and apply the following cumulative modifiers:

NERVE TEST MODIFIERS
Each other friendly model that is shaken or is out of action+1
Each other friendly model (other than shaken models) within 2" of the model-1

If the result of the Nerve test exceeds the model’s Leadership characteristic, the test is failed. The model is shaken, and cannot do anything until it is no longer shaken: place a Shaken token next to it. Otherwise, the test is passed. The test is always passed on an unmodified roll of 1.

The TYRANID PRIME keyword is used in following Tyranids datasheets:

Commander
Psychic Test
You can attempt to manifest a psychic power with a psyker from your kill team by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested.

The SYNAPSE keyword is used in following Tyranids datasheets:

Datasheet
Commander
Does not include wargear

Flesh hooks used in following datasheets:

Datasheet
• Lictor
0
Commander
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

You can choose to shoot with a model with an Assault weapon in the Shooting phase (or React with that model to fire Overwatch) even if it Advanced earlier in that battle round. If it does so, it can only fire Assault weapons, and you must subtract 1 from any hit rolls made when firing that weapon this battle round.
Melee
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is armed with are listed on its datasheet. In addition to the melee weapons listed on their datasheets, all models are also assumed to be able to fight with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Rending claws used in following datasheets:

Datasheet
• Lictor
0
• Ravener
1
Commander

Scything talons used in following datasheets:

Datasheet
• Ravener
0
Commander
Invulnerable Saves
Some models possess abilities or wargear, such as supernatural reflexes or force fields, that grant them an invulnerable save. Each time you are required to make a save roll for a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If you use a model’s invulnerable save, it is never modified (e.g. by a weapon’s Armour Penetration characteristic or by the Survivor ability) unless the modifier explicitly applies to invulnerable saves. If a model has more than one invulnerable save, it can only use one of them – choose which it will use.

The TYRANIDS keyword is used in following Tyranids datasheets:

Datasheet
• Lictor
• Ravener
Commander

The INFANTRY keyword is used in following Tyranids datasheets:

Datasheet
• Lictor
• Ravener
Commander

The GENESTEALER keyword is used in following Tyranids datasheets:

Datasheet
Commander
Pile In
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.
Consolidate
You may move the model up to 3" – the model must end the move closer to the nearest enemy model.

Grasping talons used in following datasheets:

Datasheet
• Lictor
0
Commander

The LICTOR keyword is used in following Tyranids datasheets:

Datasheet
• Lictor
Commander

Spinefists used in following datasheets:

Datasheet
• Termagant
0
• Ravener
2
Commander
PISTOL
Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range.
You can choose to shoot with a model with a Pistol weapon even if there are enemy models within 1", but it must target the closest enemy model (you can choose which if two or more are equidistant) and can only shoot with its Pistol weapon(s). In such circumstances, the model can shoot its Pistol even if other friendly models are within 1" of the same enemy model. It cannot fire a Pistol if it was charged in this battle round.

Each time a model armed with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) is chosen to shoot, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Devourer used in following datasheets:

Datasheet
• Termagant
3
• Ravener
3
Commander

Deathspitter used in following datasheets:

Datasheet
• Ravener
5
Commander

Boneswords used in following datasheets:

Datasheet
Commander

Lash whip and bonesword used in following datasheets:

Datasheet
Commander

The TYRANIDS and PSYKER keywords are used in following Tyranids datasheets:

Commander

The SYNAPSE keyword is used in following Tyranids datasheets:

Datasheet
Commander
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in the preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this battle round.

The COMMANDER keyword is used in following Tyranids datasheets:

Commander
LevelPoints per model*
1131
2151
3171
4196
* Does not include wargear
Deny the Witch Test
If there are any enemy psykers within 24" of a psyker that has manifested a psychic power, the controlling player can choose one of those models to take a Deny the Witch test to resist the psychic power. The number of times a psyker can make a Deny the Witch attempt in each battle round is specified on their datasheet. Only one model can take a Deny the Witch test for each psychic power that is manifested, regardless of the number of models that could make an attempt or the number of times each is allowed to try and Deny the Witch in each battle round.

If more than one player has an eligible model to take a Deny the Witch test, players take it in turn to choose a model from their kill team to take a Deny the Witch test with, or pass, in the order determined in the Initiative phase. If a player passes, it is the next player’s turn to choose, and so on until a player chooses a model to take a Deny the Witch test or all players with eligible models have passed.

To take a Deny the Witch test, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been successfully resisted and its effects are negated.
Psybolt
Psybolt has a warp charge value of 5. If manifested, the closest enemy model within 18" of and visible to the psyker suffers 1 mortal wound. If the result of the Psychic test was 11+, the target suffers D3 mortal wounds instead.

The COMMANDER keyword is used in following Tyranids datasheets:

Commander
LevelPoints per model*
150
265
380
4105
* Does not include wargear
ALPHA WARRIOR
Tyranids Tactic
Tyranid Prime Aura Tactic
Use this Tactic at the start of the Shooting phase if your kill team includes a TYRANID PRIME. That model gains the following aura ability until the end of the battle round:

As long as this model is not shaken, you can add 1 to hit rolls for friendly models within 6" of this model.
1 COMMAND POINT
Setting Up From Reserve
A model that is set up in Reserve can be set up on the battlefield at the end of any Movement phase. At the end of the phase, if a player has any models in Reserve, they can decide to set up one or more of them on the battlefield. If more than one player has any models in Reserve, the players take it in turn to set up all of the models they wish to (including using any Reserve Tactics they wish to use, as described below), in the order determined in the Initiative phase.

Players do not have to set up any models from Reserve if they do not wish to, but if any models are still in Reserve at the end of the third battle round, they are considered to be out of action. When a model is set up from Reserve, it must be set up on the battlefield more than 5" from any enemy models and within 1" of the edge of the battlefield. It must also be wholly within your deployment zone, where the mission provides a deployment zone. Note that the restrictions described in Reinforcements in the Kill Team Core Manual apply to models set up in this way.
MELT INTO THE SHADOWS
Tyranids Tactic
Use this Tactic at the beginning of the battle round if Deathleaper is on the battlefield and not shaken. Until the end of the battle round, that model cannot make any charge attempts, but your opponent must subtract 1 from hit rolls for attacks that target that model.
1 COMMAND POINT

Barbed strangler used in following datasheets:

Datasheet

Fleshborer used in following datasheets:

Datasheet
• Termagant
0

Impaler cannon used in following datasheets:

Datasheet

Shockcannon used in following datasheets:

Datasheet

Venom cannon used in following datasheets:

Datasheet

Acid maw used in following datasheets:

Datasheet

Crushing claws used in following datasheets:

Datasheet

Monstrous rending claws used in following datasheets:

Commander
• Broodlord
0

Adrenal Glands used in following datasheets:

Datasheet
• Termagant
1
Commander

Extended Carapace used in following datasheets:

Datasheet

Toxin Sacs used in following datasheets:

Datasheet
• Termagant
1
Commander
© Vyacheslav Maltsev 2013-2020