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TyranidsTyrant Guard
7

Tyrant Guard

NAME M WS BS S T W A Ld Sv
Tyrant Guard 7" 3+ 4+ 5 5 3 3 6 3+
This unit contains 3 Tyrant Guard. It can include up to 3 additional Tyrant Guard (Power Rating +6). Each model is armed with rending claws and scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
12
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
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.
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.
WARGEAR OPTIONS
 • Any model may replace its scything talons with crushing claws or a lash whip and bonesword.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
Instinctive Behaviour

Blind Rampage: If a friendly <HIVE FLEET> HIVE TYRANT is killed within 6" of this unit, from the end of that turn increase the Attacks characteristic of each model in this unit by 1 for the rest of the battle.

Shieldwall: Roll a dice each time a friendly <HIVE FLEET> HIVE TYRANT loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the Hive Tyrant does not lose a wound but this unit suffers a mortal wound.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, TYRANT GUARD

Optional Wargear

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


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.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

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

Does not include wargear
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.
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.

Lash whip and bonesword used in following datasheets:

HQ
Troops
Elites
Fast Attack

Rending claws used in following datasheets:

HQ
Troops
Elites
• Lictor
Fast Attack
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.

Scything talons used in following datasheets:

HQ
Troops
Elites
Fast Attack
Heavy Support
• Mawloc
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
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> and HIVE TYRANT keywords are used in following Tyranids datasheets:

HQ
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 TYRANIDS keyword is used in following Tyranids datasheets:

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

The INFANTRY keyword is used in following Tyranids datasheets:

Adrenal glands used in following datasheets:

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.

Toxin sacs used in following datasheets:

© Vyacheslav Maltsev 2013-2020