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.
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.
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.
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 FLY keyword is used in following Tyranids datasheets:
This datasheet has Flyers Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:
The <HIVE FLEET> keyword is used in following Tyranids datasheets:
The MONSTER keyword is used in following Tyranids datasheets:
The TYRANIDS keyword is used in following Tyranids datasheets: