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Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.

This section contains all of the datasheets that you will need in order to fight battles with your Tyranid miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Tyranid units – these are described below and are referenced on the datasheets.

Books

BookKindEditionVersionLast update
► Xenos 2Index81.4September 2018
  Imperial Armour: XenosIndex81.4April 2019
  TyranidsCodex81.4May 2019
  Chapter Approved 2017 EditionExpansion81.1April 2018
  Chapter Approved 2018 EditionExpansion81.1May 2019

Index: Xenos 2

 Q: Monstrous scything talons say that if the bearer has more than one pair it can make one additional attack. How many extra attacks does a Trygon, which has three pairs of monstrous scything talons, make?
 A
It makes a total of one additional attack.
 Q: The Onslaught psychic power says that the affected unit can Advance and fire in the same turn. Does this mean it gets to Advance again and then fire, or that it can fire even if it has Advanced this turn?
 A
The unit can fire even if it has Advanced this turn. It does not get to Advance again.
 Q: If a Hive Tyrant with lash whips is slain, which line of the damage table do I use when making its attacks before removing the model as a casualty?
 A
Use the bottom line of the damage table, as if it still had one wound remaining.
 Q: Can the Swarmlord use its Hive Commander ability on units that have no ranged weapons (the ability says ‘instead of shooting’)?
 A
Yes.
 Q: Can the Swarmlord use its Hive Commander ability on units that were set up on the battlefield as reinforcements this turn?
 A
Yes.
 Q: A Tervigon can only replace Termagants in a unit that is equipped with Fleshborers. If those models were equipped with adrenal glands and/or toxin sacs, can those models still be replaced?
 A
Yes.

Index: Imperial Armour: Xenos

 Q: What datasheets should I use for Grot Bomb Launchas, Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs and Firestorms?
 A
It is an unfortunate truth that we can’t continue indefinitely to sell and support every model we’ve ever made. As we make new models, and new books to explore their background and rules, we have to stop producing and featuring some older models. But just like many of you, we still treasure our collections of older miniatures, and we still want to be able to use them in games and forge glorious narratives on the tabletop! As such, the datasheets for these classic models can be found below, but they are intended for use in open play or narrative play games; they are not designed or approved for use in matched play games (as they won’t, for example, have any points values).

Note that the Ork datasheets have been updated to have the Dakka! Dakka! Dakka! ability from Codex: Orks.

Codex: Tyranids

 Q: When a unit is set up in a locale other than the battlefield, can they change that locale (other than to be set up on the battlefield)? For example, if a unit is set up ‘within the tunnels’ as part of The Enemy Below, must they be set up on the battlefield following that Stratagem, or can they be set up in another fashion?
 A
They cannot change their locale. In the example, they can only be set up on the battlefield following the conditions of The Enemy Below.
 Q: When a unit is chosen to make a charge move and fails the charge, do they still count as having charged? Specifically, can a unit that has failed a charge move be chosen to pile in – and potentially consolidate – towards the enemy?
 A
A unit only counts as having charged if they made a charge move. If a charge fails, and no models make a charge move, they do not count as having charged. As such, they cannot be chosen to fight in the Fight phase (and so cannot pile in or consolidate) unless an enemy unit moves within 1" of them.
 Q: Can a unit ever Advance twice in a single phase?
 A
No.
 Q: If a unit has Advanced in a phase, and is given the opportunity to move again in the same phase, what is their Move characteristic?
 A
Their Move characteristic for the second move would still be the value as modified from the Advance.

For example, if a unit with a Move characteristic of 5" Advances in a Movement phase, and the result of the dice rolled for the Advance is 4, its Move characteristic would be modified for that phase to 9". As such, if it was given the opportunity to move again in that phase, its Move characteristic would still be 9".
 Q: If a new unit is added to an army – for example as a result of the Sporefield or Call the Brood Stratagems – is it part of a Detachment?
 A
No.
 Q: How many heavy venom cannons and stranglethorn cannons can a model be armed with?
 A
A model can be armed with either one heavy venom cannon or one stranglethorn cannon, not one of each.
 Q: Can a Broodlord use the Genestealers’ Infestation ability to be set up during the battle near an infestation node?
 A
No.
 Q: If you use a Maleceptor’s Psychic Overload ability, can that Maleceptor attempt to manifest any psychic powers in that Psychic phase?
 A
No.
 Q: If a model has more than one pair of scything/monstrous scything/massive scything talons, does it make 1 additional attack with one of those pairs, or 1 additional attack with each of those pairs?
 A
1 additional attack with one of those pairs.
 Q: If a model has more than one ‘pair’ of boneswords, does it make 1 additional attack with one of those pairs, or 1 additional attack with each of those pairs?
 A
1 additional attack with one of those pairs.
 Q: Do Hive Fleet Jormungandr units gain the cover bonus twice if they are in ruins?
 A
No.
 Q: Does the Psychic Barrage Stratagem prevent all three units of Zoanthropes from attempting to manifest psychic powers that turn?
 A
Yes.
 Q: If a Genestealer, Lictor, Toxicrene or Venomthrope from my army attacks an enemy CHARACTER in the Fight phase, reducing it to 1 wound, and I use the Implant Attack Stratagem to kill that character, can I then use the Feeder Tendrils Stratagem?
 A
Yes.
 Q: If I use the Metabolic Overdrive Stratagem on a unit in the Movement phase, and then Onslaught on the same unit in the Psychic phase, can that unit charge?
 A
No.
 Q: Do you pay reinforcement points in matched play for Spore Mines brought into the game using the Sporefield Stratagem?
 A
Yes.
 Q: If my opponent has units that are set up after both armies have deployed, when do I use the Sporefield Stratagem – before or after those units are set up? If before, how do you determine who would place their units first?
 A
You use the Stratagem before any such units are set up. If both players then have units with abilities that allow them to be set up after both armies have deployed, the players should roll off and the winner decides who sets up their units first.
 Q: When using the Pheromone Trail Stratagem, can you bring the Lictor onto the battlefield in the same turn as the unit that it acts as a homing beacon for?
 A
Yes – simply bring the Lictor onto the battlefield before the other unit.
 Q: If a CHARACTER with a damage table uses the Death Frenzy Stratagem to make a final attack before it is removed from the battlefield, which line on its damage table should you use for that attack?
 A
Treat the character as having 1 wound remaining when referring to its damage table.
 Q: Do you pay reinforcement points in matched play for units brought back into the game using the Endless Swarm Stratagem?
 A
Yes.
 Q: Can the Opportunistic Advance Stratagem be used when a unit is affected by the Swarmlord’s Hive Commander ability, the Overrun Stratagem, or the Mind Eater Warlord Trait?
 A
Yes in all cases. Please note the FAQ above regarding moving multiple times in a single phase.
 Q: If a unit with adrenal glands is affected by the Opportunistic Advance Stratagem, how is their movement for that phase calculated?
 A
Adrenal glands don’t modify either the Movement characteristic of a unit, or the dice rolled for an Advancing unit. As such, you would use Opportunistic Advance, roll the dice, double the result, add that to the Movement characteristic, and then use the adrenal glands to add 1" to the distance the unit can move.
 Q: Is a unit that is affected by the Opportunistic Advance Stratagem treated as having Advanced for the purposes of shooting or charging later in that turn?
 A
Yes.
 Q: If a unit is under the effects of the Paroxysm psychic power, can the Counter-Offensive Stratagem be used on it?
 A
No, because it is not ‘eligible’ to Fight until every other unit has done so.
 Q: Do the Scythes of Tyran allow you to re-roll hit rolls of 1?
 A
No.
 Q: My Behemoth Hive Tyrant, armed with toxin sacs and the Reaper of Obliterax, has the Monstrous Hunger Warlord Trait. If I were to roll a 6 to wound in the Fight phase, would the final damage be (3 for the bonesword lash + 1 for toxin sacs + 1 for the Warlord Trait) × 2 for the Reaper of Obliterax’s ability for a total of 10, or 3 for the bonesword lash × 2 for the Reaper of Obliterax’s ability + 1 for toxin sacs + 1 for the Warlord Trait for a total of 8?
 A
You multiply the weapon damage for the Reaper of Obliterax ability, and then add 2 for the combination of Monstrous Hunger and toxin sacs for a total of 8.
 Q: Does the Instinctive Behaviour ability apply to Tyranids units whilst they are embarked within a Fortification?
 A
Yes – that means that you must subtract 1 from hit rolls made for that unit when shooting at any target other than the nearest visible enemy unit.
 Q: If a Warlord has been given the Heightened Senses Warlord Trait, can it still suffer from negative modifiers to its Weapon Skill or Ballistic Skill?
 A
Yes, the Heightened Senses Warlord Trait only exempts it from penalties to the hit roll, not to any negative modifiers to the Warlord’s Characteristics.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <HIVE FLEET>. This is shorthand for a keyword of your own choosing, as described below.

<HIVE FLEET>

All Tyranids belong to a hive fleet. When you include a Tyranids unit in your army, you must nominate which hive fleet that unit is from. There are many different hive fleets to choose from; you can use any of the hive fleets described in this book, or make up your own if you prefer. You then simply replace the <HIVE FLEET> keyword in every instance on that unit’s datasheet, and in any psychic powers they know, with the name of your chosen hive fleet.

For example, if you were to include a Tervigon in your army, and you decided it was from Hive Fleet Kraken, then its <HIVE FLEET> keyword is changed to KRAKEN, and its Brood Progenitor ability would say ‘You can re-roll hit rolls of 1 in the Shooting phase for friendly KRAKEN Termagant units within 6" of this model.’

Abilities

The following abilities are common to several TYRANID units:

Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.

Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.

Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.

Detachment Rules

In this section you’ll find rules for Battle-forged armies that include TYRANIDS Detachments – that is, any Detachment which only includes units with the TYRANIDS keyword.


Tyranids Units

In the rules described in this section we often refer to ‘Tyranids units’. This is shorthand for any TYRANIDS unit that also has the <HIVE FLEET> keyword. A Tyranids Detachment is therefore one which only includes units with both the TYRANIDS and <HIVE FLEET> keyword.

Note that although Genestealer Cults are devoted to the Hive Mind and will willingly fight alongside their xenos masters, they deviate significantly in terms of organisation and tactics, not to mention physiology! GENESTEALER CULTS units therefore cannot make use of any of the rules listed in this section (this includes the Detachment abilities, Stratagems, bio-artefacts, psychic powers, Warlord Traits and Tactical Objectives described in this section), and instead have their own rules.

Abilities

Tyranids Detachments gain the following abilities:

Extensions of the Hive Mind

The organisms that make up a Tyranid army are all extensions of the psychic gestalt known as the Hive Mind – its tendrils and its jaws, all working with a single purpose.

If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Hive Fleet Adaptations

Each of the hive fleets has its own distinct methods of predation, from the movement patterns of entire swarms to the behaviours and morphology of individual organisms.

If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table below. For example, a BEHEMOTH unit with the Hive Fleet Adaptation ability gains the Hyper-aggression adaptation.

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 the table that best describes its character and fighting style.

Hive Fleet Adaptations

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 failed charge rolls for units with this adaptation.

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 units with this adaptation.

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 units with this adaptation that target units containing fewer models than their own.

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.

A unit with this adaptation (other than units that can FLY) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or declares a charge, however, it loses the benefit of this adaptation until the start of your next Movement phase.

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 unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.

Kronos: Bio-barrage

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

You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.

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 unit with this adaptation loses a wound whilst it is within 6" of a friendly SYNAPSE unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.

Stratagems

If your army is Battle-forged and includes any Tyranids Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Hive Mind on the battlefield.
3CP

PSYCHIC BARRAGE

Tyranids Stratagem

By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.

Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
1CP

CAUSTIC BLOOD

Tyranids Stratagem

Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.

Use this Stratagem at the start of a Fight phase. Select a TYRANIDS unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
2CP

RAPID REGENERATION

Tyranids Stratagem

Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.

Use this Stratagem at the end of your Movement phase. Select a TYRANIDS model from your army. It regains D3 wounds lost earlier in the battle.
1CP

SCORCH BUGS

Tyranids Stratagem

The thoraxes of these bulbous insectoids pulse with caustic chemicals.

Use this Stratagem when a TYRANIDS unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s fleshborer or fleshborer hive attacks in that Shooting phase.
1CP

FEEDER TENDRILS

Tyranids Stratagem

Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.

Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points.
1CP

IMPLANT ATTACK

Tyranids Stratagem

Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.

Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model (other than a VEHICLE) that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound.
1CP/3CP

BOUNTY OF THE HIVE FLEET

Tyranids Stratagem

Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.

Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle.
1CP

METABOLIC OVERDRIVE

Tyranids Stratagem

Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.

Use this Stratagem in your Movement phase, after moving a TYRANIDS unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.
2CP

SINGLE-MINDED ANNIHILATION

Tyranids Stratagem

The Hive Mind invests its warrior-forms with but a single imperative: kill.

Use this Stratagem at the end of your Shooting phase. Select a TYRANIDS INFANTRY unit from your army – that unit can immediately shoot again.
1CP

GRISLY FEAST

Tyranids Stratagem

The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.

Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6" of that unit in this phase.
2CP

PATHOGENIC SLIME

Tyranids Stratagem

Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.

Use this Stratagem at the start of your Shooting phase. Select a TYRANIDS MONSTER from your army. Increase the Damage of its attacks by 1 for this phase.
3CP

SPOREFIELD

Tyranids Stratagem

Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.

Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
1CP

INVISIBLE HUNTER

Tyranids Stratagem

Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.

Use this Stratagem in your Movement phase. Select a LICTOR from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.
1CP

POWER OF THE HIVE MIND

Tyranids Stratagem

The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.

Use this Stratagem at the end of your Psychic phase. Select a TYRANIDS PSYKER unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
1CP

PHEROMONE TRAIL

Tyranids Stratagem

Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.

Use this Stratagem when a TYRANIDS INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6" of the LICTOR and more than 9" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability.
2CP

DEATH FRENZY

Tyranids Stratagem

Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.

Use this Stratagem when a TYRANIDS CHARACTER from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.
1CP

OVERRUN

Tyranids Stratagem

A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.

Use this Stratagem when a TYRANIDS unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models).
1CP

VORACIOUS APPETITE

Tyranids Stratagem

The hunger of the Tyranids can never be satiated.

Use this Stratagem in the Fight phase when a TYRANIDS MONSTER or CHARACTER from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.
1CP

THE ENEMY BELOW

Jormungandr Stratagem

The Great Serpent attacks from below, bursting out from subterranean tunnels in the midst of its prey.

Use this Stratagem when you set up a JORMUNGANDR INFANTRY unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of RAVENERS, a MAWLOC, TRYGON or a TRYGON PRIME at the end of your Movement phase (a burrowing unit), you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3" of the burrowing unit and more than 9" from any enemy units. Any models you cannot set up in this way when you do so are destroyed.
1CP

BRUTE FORCE

Behemoth Stratagem

Behemoth’s charge crushes all in its path to bloody paste.

Use this Stratagem when a BEHEMOTH unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1" of an enemy unit. For each roll of 6 (or 2+ for a MONSTER), inflict one mortal wound on an enemy unit within 1".
1CP

WAR ON ALL FRONTS

Leviathan Stratagem

Hive Fleet Leviathan brings death from land, sea and sky.

Use this Stratagem in the Fight phase. Select an enemy unit that is within 1" of at least one LEVIATHAN unit from your army that can FLY and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for LEVIATHAN units that target that enemy unit.
3CP

CALL THE BROOD

Tyranids Stratagem

Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.

Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6" of a Broodlord or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
3CP

ADRENALINE SURGE

Tyranids Stratagem

Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.

Use this Stratagem at the end of the Fight phase. Select a TYRANIDS unit from your army – that unit can immediately fight again.
1CP

THE DEEPEST SHADOW

Kronos Stratagem

Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.

Use this Stratagem when an enemy PSYKER attempts to manifest a psychic power within 24" of a KRONOS unit from your army. Your opponent can only roll a single dice for the Psychic test.
1CP

HYPER-TOXICITY

Gorgon Stratagem

There is no defence against the toxins of Hive Fleet Gorgon.

Use this Stratagem at the start of the Fight phase. Choose a GORGON unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on wound rolls of 5+ (rather than 6+) for attacks made by that unit.
2CP

ENDLESS SWARM

Tyranids Stratagem

The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.

Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles (or any HYDRA INFANTRY unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models.
1CP

OPPORTUNISTIC ADVANCE

Kraken Stratagem

Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.

Use this Stratagem in your Movement phase when you roll the dice for an Advancing KRAKEN unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
2CP

DIGESTIVE DENIAL

Tyranids Stratagem

The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to boiling slurry.

Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover.

Hive Mind Discipline

Tyranid psyker-beasts draw their horrific powers from a fragment of the Hive Mind’s gestalt will. They can utilise this psychic might to empower their lesser kin, or obliterate the minds of their opponents with skull-shattering force.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Hive Mind discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.
D6PSYCHIC 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 5. If manifested, select a friendly TYRANIDS unit within 36" of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.

2

CATALYST

Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds.

Catalyst has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.

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 6. If manifested, select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.

4

ONSLAUGHT

The synapse creature reaches out its mind and seizes control of the lesser creatures’ weapon symbiotes, guiding their fire whilst simultaneously driving the swarms towards the enemy at a breakneck pace.

Onslaught has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting Heavy weapons, or Advancing and shooting Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).

5

PAROXYSM

The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.

Paroxysm has a warp charge value of 5. If manifested, choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

6

PSYCHIC SCREAM

Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.

Psychic Scream has a warp charge value of 5. If manifested, the nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.


Warlord Traits

Tyranid leader-beasts have experienced centuries of combat, and are reborn upon death with every vestige of their battlefield knowledge intact. Cunning, adaptable and created to sow the destruction of entire worlds, these creatures are truly the stuff of nightmares.

If a TYRANIDS CHARACTER is your Warlord, it can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits its background.

D6WARLORD TRAIT
1

ALIEN CUNNING

This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.

At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll off. The player that wins the roll-off decides who sets up their unit(s) first.

2

HEIGHTENED SENSES

Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.

Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when firing Overwatch).

3

SYNAPTIC LYNCHPIN

This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.

Add 6" to the range of the Warlord’s Synapse ability.

4

MIND EATER

This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.

Each time the Warlord slays an enemy CHARACTER in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.

5

INSTINCTIVE KILLER

This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.

At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same datasheet (for example, all Intercessor Squads or all units of Nobz etc.).

6

ADAPTIVE BIOLOGY

The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.

From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.


Hive Fleet Warlord Traits

If you wish, you can pick a Hive Fleet Warlord Trait from the list below instead of the Tyranid Warlord Traits to the left, but only if your Warlord is from the relevant hive fleet.
HIVE FLEETTRAIT
BehemothMonstrous Hunger: The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.
Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage. 
KrakenOne Step Ahead: There is no move the prey can make that this Warlord has not foreseen.
In each Fight phase, you can pick one friendly KRAKEN unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. 
LeviathanPerfectly Adapted: ThisWarlord was created for one purpose – to completely eradicate the defenders of this world.
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord. 
GorgonLethal Miasma: The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of the Warlord. On a 4+ that unit suffers a mortal wound
JormungandrInsidious Threat: This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.
Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly JORMUNGANDR units within 3" of the Warlord. 
HydraEndless Regeneration: Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.
At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6, your Warlord regains a wound lost earlier in the battle. 
KronosSoul Hunger: This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.
Whenever an enemy PSYKER fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds

Named Characters and Warlord Traits

The mightiest creatures spawned by the Hive Mind have each been created with a specific purpose. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
The SwarmlordAlien Cunning 
Old One EyeAdaptive Biology 
DeathleaperMind Eater 
The Red TerrorHeightened Senses 

Tactical Objectives

D66Result
11Swarm 
12Crush 
13Dominate 
14Decapitate 
15Terrify 
16Devour 

Though their weapons and tactics may vary, every single Tyranid host is driven to fulfil the same primal imperative: the complete and total consumption of all galactic life.

If your army is led by a TYRANIDS Warlord, these Tactical Objectives replace the Capture and Control Tactical Objectives (numbers 11-16) in the Warhammer 40,000 rulebook. If a mission uses Tactical Objectives, players use the normal rules for using Tactical Objectives with the following exception: when a Tyranids player generates a Capture and Control objective (numbers 11-16), they instead generate the corresponding Tyranids Tactical Objective, as shown below. Other Tactical Objectives (numbers 21-66) are generated normally.
11
SWARM
Tyranids

The Tyranids’ numbers are unending, their reach seemingly limitless. In time, there is no corner of space that will not suffer the consequences of their ravenous hunger.

Score 1 victory point if you control more objective markers than your opponent at the end of the turn.

12
CRUSH
Tyranids

One by one, the Tyranids’ foes are overrun and butchered, crushed and hacked into a formless slurry to be consumed by slavering feeder-beasts.

Score 1 victory point if at least one enemy unit was completely destroyed this turn, and the last model in the enemy unit was slain by an attack made by a TYRANIDS MONSTER or a TYRANIDS unit of more than 10 models.

13
DOMINATE
Tyranids

By harnessing the horrifying psychic immensity of the Hive Mind, the Tyranids will overwhelm and obliterate the prey races.

Score 1 victory point if at least three psychic powers were successfully manifested by friendly TYRANIDS units in your Psychic phase.

14
DECAPITATE
Tyranids

During its initial incursions into the galaxy, the Hive Mind swiftly learned the value of slaughtering its prey’s strongest and most capable leaders, leaving the remainder in frightened confusion.

Score 1 victory point if at least one enemy CHARACTER was destroyed this turn. If two or more enemy CHARACTERS were destroyed, score D3 victory points instead.

15
TERRIFY
Tyranids

Terror only serves the Hive Mind’s ends. A panicked enemy has no defence against its relentless onslaught.

Score 1 victory point if at least one enemy unit failed a Morale test this turn. If three or more enemy units failed Morale tests this turn, score D3 victory points instead.

16
DEVOUR
Tyranids

Isolate. Slaughter. Consume. This simple, brutal strategy has seen The Great Devourer lay waste to vast swathes of the galaxy.

Score 1 victory point if an enemy unit was destroyed during the Fight phase this turn. If 3 or more enemy units were destroyed during the Fight phase this turn, score D3 victory points instead, and if 6 or more enemy units were destroyed during the Fight phase this turn, score D3+3 victory points instead.


Bio-artefacts of the Tyranids

The bio-artefacts of the Tyranids are symbiotic organisms of astonishing complexity and rarity, objects of shattering power that can turn the tide of battle in an instant. Spawned by the Hive Mind for the sole purpose of ensuring the galaxy’s doom, each of these dread creations has sown the death of countless worlds.

If your army is led by a TYRANIDS Warlord, you may give one of the following Bio-artefacts to a TYRANIDS CHARACTER in your army. Named characters such as the Swarmlord, Old One Eye, Deathleaper and the Red Terror cannot be given any of the following Bio-artefacts – they have their own unique mutations.

Note that some weapons replace one of the model’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Bio-artefacts your CHARACTERS may have on your army roster.

BALETHORN CANNON

This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour.

KRONOS model with stranglethorn cannon only. The Balethorn Cannon replaces the model’s stranglethorn cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Balethorn Cannon
36"
Assault D6
7
-1
2
Abilities: You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable saves cannot be taken against this weapon.

CHAMELEONIC MUTATION

This chitinous plate armour is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.

KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

HYPER-ADAPTIVE BIOLOGY

Leader-beasts spawned by Hive Fleet Gorgon possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.

GORGON model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle.

INFRASONIC ROAR

Some Jormungandr bio-colossi utilise a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.

JORMUNGANDR MONSTER only. Enemy units within 6" of this model must subtract 1 from their Leadership.

MIASMA CANNON

The Tyranids utilise all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.

Model with a heavy venom cannon only. The Miasma Cannon replaces the model’s heavy venom cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Miasma Cannon
36"
Assault D3
9
-2
3
Abilities: This weapon hits automatically if the target unit is within 8", and it always wounds targets (other than VEHICLES) on a 2+.

SCYTHES OF TYRAN

The few remaining records of the fall of Tyran speak of an alphabeast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha-beast’s every frenzied swipe.

BEHEMOTH model with monstrous scything talons only. The Scythes of Tyran replaces the model’s monstrous scything talons and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Scythes of Tyran
Melee
Melee
+1
-3
3
Abilities: This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.

SLAYER SABRES

At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism which forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the fell power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.

LEVIATHAN model with monstrous boneswords only. The Slayer Sabres replace the model’s monstrous boneswords and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Slayer Sabres
Melee
Melee
User
-2
3
Abilities: A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. In addition, if an INFANTRY or BIKER model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain.

SLIMER MAGGOT INFESTATION

Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.

HYDRA model with two deathspitters with slimer maggots only. The Slimer Maggot Infestation replaces the model’s two deathspitters with slimer maggots and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Slimer Maggot Infestation
24"
Assault 6
7
-1
1
Abilities: You can re-roll failed wound rolls for this weapon.

THE MAW-CLAWS OF THYRAX

During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.

Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.

THE NORN CROWN

First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.

Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model.

THE REAPER OF OBLITERAX

The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.

Model with lash whip and bonesword or lash whip and monstrous bonesword only. Add the following to that weapon’s Abilities: ‘On a wound roll of 6+, this weapon inflicts double damage.’

THE YMGARL FACTOR

The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.

At the beginning of each Fight phase, roll a D3 for this model and apply the following effect for the duration of the phase.

D3Result
1+1 Strength
2+1 Attack
3+1 Toughness

Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Basic Bio-weapons). When this is the case, the unit may take any item from the appropriate list below.

BASIC BIO-WEAPONS

 • Scything talons

 • Spinefists

 • Deathspitter

BASIC BIO-CANNONS

 • Barbed strangler

 • Venom cannon

MELEE BIO-WEAPONS

 • Rending claws

 • Boneswords

 • Lash whip and bonesword

MONSTROUS BIO-WEAPONS

 • Monstrous rending claws

 • Monstrous boneswords

 • Lash whip and monstrous bonesword

MONSTROUS BIO-CANNONS

 • Two deathspitters with slimer maggots

 • Two devourers with brainleech worms

 • Stranglethorn cannon1

 • Heavy venom cannon1

1 A model cannot be armed with more than one of these weapons.

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
25
Acid spray
18"
Heavy 2D6
User
-1
D3
This weapon automatically hits its target.
10
Barbed strangler
36"
Assault D6
5
-1
1
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
0
Bio-acid spray
8"
Heavy 2D6
6
-2
D3
This weapon hits its target automatically.
0
Bio-cannon
48"
Heavy 6
8
-2
D3
-
0
Bio-electric pulse
12"
Assault 6
5
0
1
-
0
Bio-electric pulse with containment spines
12"
Assault 12
5
0
1
-
9
Bio-plasma
12"
Assault D3
7
-3
1
-
0
Bio-plasma torrent
8"
Pistol 2D6
5
-2
1
This weapon hits its target automatically.
0
Bio-plasmic cannon
36"
Heavy 6
7
-3
2
-
0
Bio-plasmic scream
18"
Assault D6
7
-4
1
-
0
Choking spores
12"
Assault D6
3
0
D3
You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
5
Deathspitter
24"
Assault 3
5
-1
1
-
7
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
4
Devourer
18"
Assault 3
4
0
1
-
7
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
0
Dire bio-cannon
48"
Macro 6
10
-2
2D6
-
0
Drool cannon
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
0
Flamespurt
10"
Assault D6
5
-1
1
This weapon automatically hits its target.
2
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Fleshborer
12"
Assault 1
4
0
1
-
15
Fleshborer hive
18"
Heavy 20
5
0
1
-
0
Grasping tongue
12"
Assault 1
6
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, the bearer regains 1 lost wound.
18
Heavy venom cannon
36"
Assault D3
9
-2
3
-
30
Impaler cannon
36"
Heavy 2
8
-2
D3
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
0
Massive toxic lashes (shooting)
8"
Assault D6
User
-2
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
49
Rupture cannon
48"
Heavy 3
10
-3
D6
-
21
Shockcannon
24"
Assault D3
7
-1
D3
If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
0
Spike rifle
18"
Assault 1
3
0
1
-
2
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
2
Spinemaws
6"
Pistol 4
2
0
1
-
0
Spore mine launcher
48"
Heavy 1
-
-
-
See Spore Mine Launcher, below
0
Spore node
9"
Heavy 1
-
-
-
See Spore Node, below
8
Stinger salvo
24"
Assault 4
5
-1
1
-
15
Stranglethorn cannon
36"
Assault D6
7
-1
2
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
0
Strangleweb
8"
Assault D3
2
0
1
-
0
Tentaclids
36"
Assault 4
5
0
1
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
0
Toxic lashes (shooting)
6"
Assault 2
User
0
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
12
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
-
15
Bio-flail
Melee
Melee
User
-1
2
Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
0
Biostatic rattle
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
0
Blinding venom
Melee
Melee
3
0
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
2
Bone mace
Melee
Melee
8
-1
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Bone sabres
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to any other damage.
2
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
0
Claws and teeth
Melee
Melee
User
0
1
-
12
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Distensible jaws
Melee
Melee
User
-3
D6
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
60
Gargantuan scything talons
Melee
Melee
x2
-5
2D6
-
0
Grasping tail
Melee
Melee
User
-1
D3
-
0
Grasping talons
Melee
Melee
User
-1
2
-
0
Grasping talons and thorax spine-maw
Melee
Melee
7
-2
1
When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
2
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
15
Lash whip and monstrous bonesword
Melee
Melee
User
-2
3
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
0
Lashwhip pods
Melee
Melee
User
-1
2
Make 3 hit rolls for each attack made with this weapon.
20
Massive crushing claws
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
0
Massive toxic lashes (melee)
Melee
Melee
User
-2
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
10
Monstrous acid maw
Melee
Melee
User
-5
D3
-
20
Monstrous boneswords
Melee
Melee
User
-2
3
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
12
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
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.
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
0
Powerful limbs
Melee
Melee
User
-1
2
-
0
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
0
Ravenous maw
Melee
Melee
User
-1
D3
Make D3 hit rolls for each attack made with this weapon, instead of 1.
2
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.
0
Scything wings
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 for this weapon.
0
Shovelling claws
Melee
Melee
x2
-3
D6
-
0
Sickle claws
Melee
Melee
10
-2
D3
If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6.
7
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
0
Toxic lashes (melee)
Melee
Melee
User
0
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
1
Toxinspike
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
0
Wicked spur
Melee
Melee
8
-3
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Wrecker claws
Melee
Melee
x2
-3
D6
Against VEHICLES and BUILDINGS, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against VEHICLES and BUILDINGS.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
5
Chitin Thorns
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
10
Enhanced Senses
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
2
Extended Carapaces
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.
10
Spore Cysts
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
8
Tusks
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Dakka! Dakka! Dakka!

Nothing aids accuracy like the simple expedient of firing so many shots that you just can’t miss.

Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Pile In Move
You may move each model in the unit up to 3" – this move can be in any direction so long as the model ends the move closer to the nearest enemy model.
Psychic Test
A psyker can attempt to manifest a psychic power they know 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. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll 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. A roll of 1 always fails, irrespective of any modifiers that may apply.
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.

The TYRANIDS and <HIVE FLEET> keywords are used in following Tyranids datasheets:

Wound Roll
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 an attack scores a hit, you will then need to roll another dice to see if the attack successfully 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 table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Falling Back
Units starting the Movement phase within 1" of an enemy unit can either remain stationary or Fall Back. If you choose to Fall Back, the unit must end its move more than 1" away from all enemy units. If a unit Falls Back, it cannot Advance (see below), or charge later that turn. A unit that Falls Back also cannot shoot later that turn unless it can Fly.

The SYNAPSE keyword is used in following Tyranids datasheets:

HQ
Troops
Elites
Heavy Support
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 unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The LICTOR keyword is used in following Tyranids datasheets:

Elites
• Lictor

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

HQ
Elites
Heavy Support

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

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

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

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

HQ
Elites

The CHARACTER keyword is used in following Tyranids datasheets:

HQ
Elites
Heavy Support

The JORMUNGANDR and INFANTRY keywords are used in following Tyranids datasheets:

The RAVENER keyword is used in following Tyranids datasheets:

Elites
Fast Attack

The MAWLOC keyword is used in following Tyranids datasheets:

Heavy Support
• Mawloc

The TRYGON keyword is used in following Tyranids datasheets:

Heavy Support
• Trygon

The TRYGON PRIME keyword is used in following Tyranids datasheets:

Heavy Support

The BEHEMOTH keyword is used in following Tyranids datasheets:

The LEVIATHAN keyword is used in following Tyranids datasheets:

The KRONOS keyword is used in following Tyranids datasheets:

The GORGON keyword is used in following Tyranids datasheets:

The HYDRA and INFANTRY keywords are used in following Tyranids datasheets:

The KRAKEN keyword is used in following Tyranids datasheets:

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 its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.
ASSAULT

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

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.
Overwatch
Each time a charge is declared against a unit, the target unit can immediately fire Overwatch at the would-be attacker. A target unit can potentially fire Overwatch several times a turn, though it cannot fire if there are any enemy models within 1" of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the enemy’s Charge phase) and uses all the normal rules except that a 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.

The JORMUNGANDR keyword is used in following Tyranids datasheets:

Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

The JORMUNGANDR and MONSTER keywords are used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped 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.

The HYDRA keyword is used in following Tyranids datasheets:

PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, 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.
MACRO

Macro weapons are truly gigantic in proportion, often the size of armoured vehicles in their own right in many cases. Such mighty weapons are unwieldy and only able to be mounted on the largest of war engines such as Titans, but their power is enough to annihilate the most well-protected target and is particularly effective against fortifications and the largest war machines, against which their power can be fully spent.

A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the TITANIC keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the TITANIC or BUILDING keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).
Tervigon and Maleceptor10 pts
Trygon and Trygon Prime (two or more pairs)60 pts
Barbed Hierodule, Harridan (single pair)22 pts
Scythed Hierodule (two pairs)60 pts
Carnifex14 pts
Carnifex (two pairs)15 pts
Hive Tyrant15 pts
Hive Tyrant (two pairs)20 pts
single/pair
© Vyacheslav Maltsev 2013-2019