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TyranidsTyranid Shrikes
6

Tyranid Shrikes

NAME M WS BS S T W A Ld Sv
Tyranid Shrike 12" 3+ 4+ 4 4 3 3 9 4+
This unit contains 3 Tyranid Shrikes. It can include up to 3 additional Tyranid Shrikes (Power Rating +6) or up to 6 additional Tyranid Shrikes (Power Rating +12). Each model is armed with a devourer and scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
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 unit, and can target enemy units within 1" of friendly units.
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
 • Any model may replace its devourer with one weapon from the Basic Bio-weapons list.
 • Any model may replace its scything talons with one weapon from the Melee Bio-weapons list.
 • For every three models in the unit, one model may replace its devourer with one weapon from the Basic Bio-cannons list.
 • All models in the unit may have flesh hooks.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
Shadow in the Warp, Synapse
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, FLY, TYRANID SHRIKES
Does not include wargear
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.
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.
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.
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.
Basic Bio-weapons
 • Scything talons
0
 • Spinefists
 • Deathspitter
5
Melee Bio-weapons
 • Rending claws
2
 • Boneswords
2
 • Lash whip and bonesword
2
Basic Bio-cannons
 • Barbed strangler
10
 • Venom cannon
12
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
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.
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.
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.
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.

This datasheet has Fast Attack Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

The FLY keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Flyers
• Harpy
Lords of War

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

The INFANTRY keyword is used in following Tyranids datasheets:

The TYRANIDS keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2019