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.
Contents

Books

BookKindEditionVersionLast update
  Xenos 2
  Xenos 2Index81.4September 2018
  Imperial Armour: Xenos
  Imperial Armour: XenosIndex8Indomitus 1.0July 2020
  Tyranids
  TyranidsCodex8Indomitus 1.1July 2020
  Psychic Awakening: Blood of Baal
  Psychic Awakening: Blood of BaalExpansion8Indomitus 1.0July 2020
  Warhammer Legends: Tyranids
  Warhammer Legends: TyranidsDataslate8December 2019
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.1August 2020

FAQ

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.

Codex: Tyranids

 Q: Can a unit affected by the Onslaught psychic power Advance and fire Heavy weapons?
A:
No.
 Q: Is a unit under the effect of the Onslaught psychic power treated as remaining stationary, even if it has moved (for example, for the purposes of the Weapon Beast ability)?
A:
No.
 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: 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: 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: Deathleaper’s Superior Chameleonic Skin infers a -2 modifier on attacks that target it. Given that these rolls cannot be modified by more than -1 or +1, when would this ability ever be useful?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, an enemy Red Terror model makes a melee attack against Deathleaper. The Red Terror’s Feeding Frenzy ability applies a +1 modifier to that attack’s hit roll, and the Deathleaper’s Superior Chameleonic Skin also gives a -2 modifier to the roll. Applying both of these modifiers to the hit roll results in a final modifier of -1.
 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: 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: 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: 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.

Expansion: Psychic Awakening: Blood of Baal

 Q: If an Exocrine model is affected by the Symbiotic Devastation Stratagem in the same turn that it Advanced, can it then shoot that turn?
A:
No, because it has still Advanced that turn.
 Q: Can the Hive Instinct Stratagem be used after a charge roll is failed for a unit from your army?
A:
Yes. However, it will not affect the charge roll that was just failed, as the number of dice to roll for that charge roll will have already been determined by that point.
 Q: Does the Bio-metallic Cysts Hive Fleet Adaptation also improve the Armour Penetration characteristic of massive scything talons and monstrous scything talons?
A:
No.
 Q: Does the Cranial Channelling Hive Fleet Adaptation allow each Psyker unit with this adaptation to re-roll one Psychic test per turn, or a single Psyker unit with this Adaptation in your army to re-roll one Psychic test per turn?
A:
It allows a single Psyker unit with this Adaptation in your army to re-roll one Psychic test per turn.

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.


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.

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.

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.

Custom Hive Fleet Adaptations

The Tyranid race is a single, gestalt super-organism, preying on the entire galaxy. Yet like the variable nature of its bio-horrors, each hive fleet is an expression of the Tyranids’ adaptability. The huge number of hive fleets allows the Tyranids to deploy an unending array of deadly morphic traits.


Codex: Tyranids describes how the <HIVE FLEET> keyword can be substituted with the name of your chosen Hive Fleet, as well as describing the abilities that units in Tyranids Detachments gain. One of these abilities is Hive Fleet Adaptations. If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex: Tyranids, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:

Adaptive Exoskeleton

The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.

TERMAGANT, HORMAGAUNT and GARGOYLE models with this adaptation have a 6+ invulnerable save.

Bestial Nature

The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.

Add 2 to the Attacks characteristic of a model with this adaptation that has a damage table whilst using the bottom row of that model’s damage table.

Bio-metallic Cysts

Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.

Improve the Armour Penetration characteristic of Scything Talons that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).

Biosphere Consumption

Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.

When a MONSTER model with this adaptation would lose a wound, if that model’s unit did not move during your last Movement phase or it is the first battle round, and there are no enemy units within 1" of that model’s unit, roll one D6; on a 6 that wound is not lost.

Cranial Channelling

The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.

Once per turn, when a Psychic test is taken for a model with this adaptation, you can re-roll the result.

Feeding Frenzy

With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.

When a pile-in move is made for a unit with this adaptation, models in that unit can move up to 6" instead of 3".

Horror from Beyond

Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them.

Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 3" of any MONSTER units from your army with this adaptation.

Hypermetabolic Acceleration

This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.

When a unit with this adaptation Advances, you can re-roll the Advance roll.

Membranous Mobility

This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that carefully aimed blows can easily pass through thin air.

When resolving an attack made with a melee weapon against a model with this adaptation that can FLY, subtract 1 from the hit roll.

Metamorphic Regrowth

Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.

A model with this adaptation regains up to 1 lost wound at the start of your turn.

Morphic Sinews

Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.

MONSTER models with this adaptation do not suffer the penalty incurred to their hit rolls for firing at enemy units that are within Engagement Range of them, and do not suffer the penalty incurred to their hit rolls for firing Assault weapons in a turn in which they Advanced.

Pack Hunters

Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.

When resolving an attack made with a melee weapon by a model with this adaptation against a unit that contains fewer models than that model’s unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 become AP -1).

Prey-sight

Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.

If a MONSTER unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.

Senses of the Outer Dark

Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.

When a model with this adaptation would lose a wound as a result of an Overwatch attack, roll one D6; on a 4+ that wound is not lost.

Shrewd Predators

This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.

When a model with this adaptation makes a consolidation move, if there are no enemy models within 3", that model does not have to end the move closer to the nearest enemy model.

Sporemist Spines

Ejected with a muscular spasm from between carapace plates, these clouds of microscopic crystalline spines cause pain and disorientation, allowing this hive fleet’s broods to slip away at speed – and on to meatier prey.

A unit with this adaptation can Advance in a turn in which it Falls Back.

Synaptic Augmentation

This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.

When a <HIVE FLEET> unit with this adaptation that is within 6" of a friendly <HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE unit fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll.

Stratagems by Phase

Before battle

BOUNTY OF THE HIVE FLEET

PROGENY OF THE HIVE

During deployment

DIGESTIVE DENIAL

SPOREFIELD

THE ENEMY BELOW (Jormungandr)

Battle Round

At the start of your turn

ENCEPHALIC DIFFUSION

Movement phase

INVISIBLE HUNTER

METABOLIC OVERDRIVE

BURIED THREATS

UNEXPECTED INCURSION

PHEROMONE TRAIL

CALL THE BROOD

ENDLESS SWARM

RAPID REGENERATION

OPPORTUNISTIC ADVANCE (Kraken)

Enemy Movement phase

GRASPING TENDRILS

Psychic phase

PSYCHIC BARRAGE

SYNAPTIC CHANNELLING

POWER OF THE HIVE MIND

Enemy Psychic phase

PSYCHIC FISSURE

THE DEEPEST SHADOW (Kronos)

Shooting phase

PATHOGENIC SLIME

SYMBIOTIC DEVASTATION

SKYSWARM FUSILLADE

SCORCH BUGS

SINGLE-MINDED ANNIHILATION

Enemy Shooting phase

UNYIELDING CHITIN

Charge phase

HIVE INSTINCT

HUNTER’S DRIVE

SURPRISE AMBUSH

UNYIELDING CHITIN

BRUTE FORCE (Behemoth)

Fight phase

CAUSTIC BLOOD

VORACIOUS APPETITE

AGGRESSIVE ADAPTATION

FEEDING THE HUNGER

FERAL INSTINCTS

SAVAGE DISTRACTION

FEEDER TENDRILS

IMPLANT ATTACK

OVERRUN

ADRENALINE SURGE

HYPER-TOXICITY (Gorgon)

WAR ON ALL FRONTS (Leviathan)

Morale phase

GRISLY FEAST

Enemy Morale phase

GRISLY FEAST

Taking casualties

DEATH FRENZY


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.

1CP

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. Select one Area Terrain feature. Until the end of the battle, that terrain feature loses the Light Cover and Heavy Cover terrain traits.

Stratagems (Blood of Baal)

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


1CP

GRASPING TENDRILS

Tyranids Stratagem

None escape the deadly reach of these toxic appendages.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.
1CP

SYMBIOTIC DEVASTATION

Tyranids Stratagem

In thrall to its symbiote, the Exocrine obeys its every will.

Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.
1CP

SURPRISE AMBUSH

Tyranids Stratagem

Lictors can approach within feet of their prey unnoticed.

Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.
1CP

FERAL INSTINCTS

Tyranids Stratagem

Talons are unconsciously directed at throats and eyes.

Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
1CP

FEEDING THE HUNGER

Tyranids Stratagem

The Haruspex’s instinctive need to consume is insatiable.

Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight wtih. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
1CP

UNEXPECTED INCURSION

Tyranids Stratagem

Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
1CP

BURIED THREATS

Tyranids Stratagem

Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.

Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
1CP

SAVAGE DISTRACTION

Tyranids Stratagem

With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent’s next Shooting phase, when resolving an attack made with a ranged weapon by an enemy model within 6" of that <HIVE FLEET> unit against another unit from your army, subtract 1 from the hit roll.
1CP

HIVE INSTINCT

Tyranids Stratagem

With a psychic summons, the swarm is gathered.

Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.
1CP

UNYIELDING CHITIN

Tyranids Stratagem

At a synaptic stimulus, carapaces thicken to become as dense as stone.

Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.
2CP

ENCEPHALIC DIFFUSION

Tyranids Stratagem

Glistening brain-arrays pulse with diffusive energies.

Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic, to a minimum of 1, for that attack.
1CP

AGGRESSIVE ADAPTATION

Tyranids Stratagem

Biomorphic resin sharpens at the touch of enemy blood.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.
1CP

SYNAPTIC CHANNELLING

Tyranids Stratagem

Individuality is a disadvantage that Tyranids surpass.

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.
1CP

SKYSWARM FUSILLADE

Tyranids Stratagem

The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.

Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.
2CP

PSYCHIC FISSURE

Tyranids Stratagem

The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy unit within 12" of any <HIVE FLEET> SYNAPSE units from your army and the test is failed, that enemy unit suffers D3 mortal wounds.
1CP

HUNTER’S DRIVE

Tyranids Stratagem

Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.

Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise the charge fails and no models in the charging unit move this phase.

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.


Hive Fleet Psychic Powers

Just as individual broods display varying genetic adaptations and swarms adopt different strategies, so do the hive fleets’ psyker-beasts manifest fragments of the Hive Mind’s gestalt will in diverse, predatory ways.


All <HIVE FLEET> PSYKER models can know the psychic power of their respective Hive Fleet. Instead of generating a psychic power from the Hive Mind discipline, a <HIVE FLEET> PSYKER can instead know the appropriate Hive Fleet psychic power from the list below.

Behemoth: Unstoppable Hunger

The Hive Mind siphons into its organisms a tiny portion of Behemoth’s insatiable and aeons-long hunger. Filled with an aching void, claws and talons rend ever more desperately in their need to feed.

Unstoppable Hunger has a warp charge value of 7. If manifested, select one friendly BEHEMOTH unit within 9" of this psyker. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.

Gorgon: Poisonous Influence

The synapse creature radiates a pulsed imperative which triggers the semi-sentient spores of Gorgon’s bio-horrors, guiding the secretion of venom laced with a seeping psychic miasma.

Poisonous Influence has a warp charge value of 6. If manifested, until the start of your next Psychic phase, improve the Armour Penetration characteristic of melee weapons that friendly models within 9" of this psyker are equipped with by 1 (e.g. AP 0 becomes AP -1).

Hydra: Death Shriek

Amplifying the psychic death cry of Hydra’s progeny to horrifying levels, the Hive Mind causes excruciating physical and psychic trauma in those who resist its predations.

Death Shriek has a warp charge value of 5. If manifested, until the start of your next Psychic phase, when a friendly HYDRA model within 6" of this psyker and within 6" of any enemy units is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound.

Jormungandr: Lurking Maws

The Hive Mind extends a psychic summons, and calls upon Jormungandr’s embedded and waiting broods. Mindlessly converging via synaptic imperative, their sudden and frenzied attacks spell the foe’s end.

Lurking Maws has a warp charge value of 6. If manifested, select one enemy unit that is visible to this psyker. Until the end of the turn, when resolving an attack against that unit made by a model in a friendly JORMUNGANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.

Kraken: Synaptic Lure

Drawing upon Kraken’s strategic cunning, the Hive Mind projects a psychic marker upon an identified threat. Unknowingly radiating an irresistible lure to every nearby brood, the enemy is doomed.

Synaptic Lure has a warp charge value of 5. If manifested, select one enemy unit. Until the end of the turn, when a charge roll is made for a charge made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.

Kronos: Symbiostorm

The Hive Mind delves into the neural mesh between Kronos’ organisms and their symbiotes. Guided by its majestic will, a deluge of shrieking bio-matter reaches out unerringly towards the Tyranids’ prey.

Symbiostorm has a warp charge value of 6. If manifested, select one friendly KRONOS unit within 12" of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.

Leviathan: Hive Nexus

The Hive Mind funnels Leviathan’s sophisticated synaptic network through its conduits, enforcing its gestalt will among the hive fleet’s lesser organisms.

Hive Nexus has a warp charge value of 6. If manifested, until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18", instead of 12".

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 

Adaptive Physiology

The Hive Mind is a vast, galaxy-spanning intelligence, unhampered by the petty boundaries of mortality that benights the galaxy’s other races. If a brood of weapon-beasts or a near-mindless monstrosity has proved advantageous, its traits and adaptations – once reabsorbed by the hive fleets – will be born anew.


If a Tyranids CHARACTER is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one Tyranids unit from your army. To do so, before the battle begins select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army, and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Write down any Adaptive Physiologies your models have on your army roster. Named characters cannot be given an Adaptive Physiology.

If you have a Tyranids CHARACTER in your army, you also have access to the Progeny of the Hive Stratagem below:

1CP

PROGENY OF THE HIVE

Tyranids Stratagem

Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.

Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.

Infantry Adaptive Physiologies

If you selected an INFANTRY unit, you can select from the following list of Adaptive Physiologies.

Abhorrent Pheremones

The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.

Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 1" of this unit.

Adrenal Webs

With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.

When this unit consolidates, it can move up to 2D6" instead of 3".

Dynamic Camouflage

Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.

Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.

Enhanced Resistance

The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.

When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.

Unnatural Reactions

This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.

This unit can perform Heroic Interventions as if it were a CHARACTER. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".

Monster Adaptive Physiologies

If you selected an MONSTER model, you can select from the following list of Adaptive Physiologies.

Accelerated Digestion

The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.

In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound. No more than 3 lost wounds can be regained as a result of this rule in any one turn.

Dermic Symbiosis

This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.

This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Murderous Size

Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.

Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).

Synaptic Enhancement

Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.

This model gains the Shadow in the Warp and Synapse abilities, and gains the SYNAPSE keyword.

Voracious Ammunition

Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.

At the end of your Shooting phase, select one enemy unit that had one or more models destroyed this phase as a result of an attack made by this model. That unit suffers D3 mortal wounds.

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
Balethorn Cannon
36"
Assault D6
7
-1
2
Abilities: Blast. 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
Miasma Cannon
36"
Assault D3
9
-2
3
Abilities: Blast. 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
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
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
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

ARACHNACYTE GLAND

The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.

Model with adrenal glands only. This Relic replaces adrenal glands. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. In addition, when an Advance roll is made for a model with this Relic, add 1 to the result.

PATHOGENESIS

An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins, or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.

Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.

RESONANCE BARB

Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.

PSYKER model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.

THE VENOMTHORN PARASITE

These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.

Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks).

XENOGENIC ACID

This oily black subtance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.

Model with toxin sacs only. This Relic replaces toxin sacs. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.

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 
5
Acid spray
5
Acid spray
18"
Heavy 2D6
User
-1
D3
This weapon automatically hits its target.
This weapon automatically hits its target.
10
Barbed strangler
10
Barbed strangler
36"
Assault D6
5
-1
1
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
0
Bio-acid spray
0
Bio-acid spray
8"
Heavy 2D6
6
-2
D3
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Bio-cannon
0
Bio-cannon
48"
Heavy 6
8
-2
D3
-
0
Bio-electric pulse
0
Bio-electric pulse
12"
Assault 6
5
0
1
-
0
Bio-electric pulse with containment spines
0
Bio-electric pulse with containment spines
12"
Assault 12
5
0
1
-
10
Bio-plasma
10
Bio-plasma
12"
Assault D3
7
-3
1
Blast
Blast
0
Bio-plasma torrent
0
Bio-plasma torrent
8"
Pistol 2D6
5
-2
1
This weapon hits its target automatically.
This weapon hits its target automatically.
0
Bio-plasmic cannon
0
Bio-plasmic cannon
36"
Heavy 6
7
-3
2
-
0
Bio-plasmic scream
0
Bio-plasmic scream
18"
Assault D6
7
-4
1
Blast
Blast
0
Choking spores
0
Choking spores
12"
Assault D6
3
0
D3
Blast. 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.
Blast. 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.
6
Deathspitter
6
Deathspitter
24"
Assault 3
5
-1
1
-
10
Deathspitter with slimer maggots
10
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
4
Devourer
4
Devourer
18"
Assault 3
4
0
1
-
10
Devourer with brainleech worms
10
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
0
Dire bio-cannon
0
Dire bio-cannon
48"
Macro 6
10
-2
2D6
-
0
Drool cannon
0
Drool cannon
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
0
Flamespurt
0
Flamespurt
10"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
3
Flesh hooks
3
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.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Fleshborer
0
Fleshborer
12"
Assault 1
4
0
1
-
0
Fleshborer hive
0
Fleshborer hive
18"
Heavy 20
5
0
1
-
0
Grasping tongue
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.
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.
20
Heavy venom cannon
20
Heavy venom cannon
36"
Assault D3
9
-2
3
Blast
Blast
10
Impaler cannon
10
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.
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)
0
Massive toxic lashes (shooting)
8"
Assault D6
User
-2
D3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
20
Rupture cannon
20
Rupture cannon
48"
Heavy 3
10
-3
D6
-
0
Shockcannon
0
Shockcannon
24"
Assault D3
7
-1
D3
Blast. 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.
Blast. 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
0
Spike rifle
18"
Assault 1
3
0
1
-
5
Spine banks
5
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.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Spinefists
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
3
Spinemaws
3
Spinemaws
6"
Pistol 4
2
0
1
-
0
Spore mine launcher
0
Spore mine launcher
48"
Heavy 1
-
-
-
See Spore Mine Launcher, below
See Spore Mine Launcher, below
0
Spore node
0
Spore node
9"
Heavy 1
-
-
-
See Spore Node, below
See Spore Node, below
0
Stinger salvo
0
Stinger salvo
24"
Assault 4
5
-1
1
-
15
Stranglethorn cannon
15
Stranglethorn cannon
36"
Assault D6
7
-1
2
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
0
Strangleweb
0
Strangleweb
8"
Assault D3
2
0
1
-
0
Tentaclids
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.
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)
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.
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.
15
Venom cannon
15
Venom cannon
36"
Assault D3
8
-2
D3
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
0
Acid maw
0
Acid maw
Melee
Melee
User
-3
1
-
0
Bio-flail
0
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.
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
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.
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
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.
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.
5
Bone mace
5
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.
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
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.
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.
3
Boneswords
3
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
0
Claws and teeth
0
Claws and teeth
Melee
Melee
User
0
1
-
10
Crushing claws
10
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Distensible jaws
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.
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
60
Gargantuan scything talons
60
Gargantuan scything talons
Melee
Melee
x2
-5
2D6
-
0
Grasping tail
0
Grasping tail
Melee
Melee
User
-1
D3
-
0
Grasping talons
0
Grasping talons
Melee
Melee
User
-1
2
-
0
Grasping talons and thorax spine-maw
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.
When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
3
Lash whip and bonesword
3
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.
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
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.
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
0
Lashwhip pods
Melee
Melee
User
-1
2
Make 3 hit rolls for each attack made with this weapon.
Make 3 hit rolls for each attack made with this weapon.
20
Massive crushing claws
20
Massive crushing claws
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Massive scything talons
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.
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)
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.
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
10
Monstrous acid maw
Melee
Melee
User
-5
D3
-
20
Monstrous boneswords
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.
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
15
Monstrous crushing claws
15
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Monstrous rending claws
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.
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
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.
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
0
Powerful limbs
Melee
Melee
User
-1
2
-
0
Prehensile pincer tail
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.
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
0
Ravenous maw
Melee
Melee
User
-1
D3
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Rending claws
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.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
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.
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
0
Scything wings
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 for this weapon.
You can re-roll hit rolls of 1 for this weapon.
0
Shovelling claws
0
Shovelling claws
Melee
Melee
x2
-3
D6
-
0
Sickle claws
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.
If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6.
5
Thresher scythe
5
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.
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)
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.
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.
0
Toxinspike
0
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+.
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
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.
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
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.
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

OTHER WARGEAR
ABILITIES 
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
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.
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+.
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.
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.
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.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
10
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.
10
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
MONSTER/other model
Trygon and Trygon Prime10 pts
Hormagaunt2 pts
Termagant1 pts
other models5 pts
Other Wargear
 • Adrenal glands
 • Toxin sacs
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an Infantry model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is Infantry and its unit has moved this turn.
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.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The Ravener keyword is used in following Tyranids datasheets:

Fast Attack

The Mawloc keyword is used in following Tyranids datasheets:

Heavy Support

The Trygon keyword is used in following Tyranids datasheets:

Heavy Support

The Trygon Prime keyword is used in following Tyranids datasheets:

Heavy Support
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.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Manifesting Psychic Powers
The same Psyker unit cannot attempt to manifest Smite more than once during the same battle round. When you select a Psyker unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different Psyker units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their Psyker units that is within 24" of the Psyker unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the Psyker unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each Psyker unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
1CP

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.

The Lictor keyword is used in following Tyranids datasheets:

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

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

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.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is Titanic.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are Titanic.

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).

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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
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.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
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.
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.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

The Exocrine keyword is used in following Tyranids datasheets:

Heavy Support
1CP

SYMBIOTIC DEVASTATION

Tyranids Stratagem

In thrall to its symbiote, the Exocrine obeys its every will.

Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.

The <Hive Fleet> and Synapse keywords are used in following Tyranids datasheets:

Heavy Support
1CP

HIVE INSTINCT

Tyranids Stratagem

With a psychic summons, the swarm is gathered.

Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.
Psychic Tests
When a Psyker unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, Psyker suffers Perils of the Warp.
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) 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 result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Flying
If a unit’s datasheet has the Fly keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • Fly models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • Fly models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

The Synapse keyword is used in following Tyranids datasheets:

Heavy Support

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.

The Termagants keyword is used in following Tyranids datasheets:

The Hormagaunts keyword is used in following Tyranids datasheets:

The Gargoyles keyword is used in following Tyranids datasheets:

Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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 roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) 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.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.
Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The <Hive Fleet> and Psyker keywords are used in following Tyranids datasheets:

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

PROGENY OF THE HIVE

Tyranids Stratagem

Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.

Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.
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. Select one Area Terrain feature. Until the end of the battle, that terrain feature loses the Light Cover and Heavy Cover terrain traits.

The Maleceptor keyword is used in following Tyranids datasheets:

2CP

ENCEPHALIC DIFFUSION

Tyranids Stratagem

Glistening brain-arrays pulse with diffusive energies.

Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic, to a minimum of 1, for that attack.
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.

The Rippers keyword is used in following Tyranids datasheets:

1CP

BURIED THREATS

Tyranids Stratagem

Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.

Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
1CP

UNEXPECTED INCURSION

Tyranids Stratagem

Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
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.
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.

The Toxicrene keyword is used in following Tyranids datasheets:

Heavy Support
1CP

GRASPING TENDRILS

Tyranids Stratagem

None escape the deadly reach of these toxic appendages.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.
1CP

SYNAPTIC CHANNELLING

Tyranids Stratagem

Individuality is a disadvantage that Tyranids surpass.

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.

The Tyranids and Psyker keywords are used in following Tyranids datasheets:

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.
2CP

PSYCHIC FISSURE

Tyranids Stratagem

The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy unit within 12" of any <HIVE FLEET> SYNAPSE units from your army and the test is failed, that enemy unit suffers D3 mortal wounds.
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.
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.
1CP

SKYSWARM FUSILLADE

Tyranids Stratagem

The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.

Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.
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.
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.

The Tyranid Prime keyword is used in following Tyranids datasheets:

The Tyranid Warriors keyword is used in following Tyranids datasheets:

1CP

UNYIELDING CHITIN

Tyranids Stratagem

At a synaptic stimulus, carapaces thicken to become as dense as stone.

Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.
1CP

HUNTER’S DRIVE

Tyranids Stratagem

Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.

Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise the charge fails and no models in the charging unit move this phase.
1CP

SURPRISE AMBUSH

Tyranids Stratagem

Lictors can approach within feet of their prey unnoticed.

Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.
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

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.
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

AGGRESSIVE ADAPTATION

Tyranids Stratagem

Biomorphic resin sharpens at the touch of enemy blood.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.

The Haruspex keyword is used in following Tyranids datasheets:

Elites
1CP

FEEDING THE HUNGER

Tyranids Stratagem

The Haruspex’s instinctive need to consume is insatiable.

Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight wtih. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
1CP

FERAL INSTINCTS

Tyranids Stratagem

Talons are unconsciously directed at throats and eyes.

Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
1CP

SAVAGE DISTRACTION

Tyranids Stratagem

With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent’s next Shooting phase, when resolving an attack made with a ranged weapon by an enemy model within 6" of that <HIVE FLEET> unit against another unit from your army, subtract 1 from the hit roll.
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).
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

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.
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.
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.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
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.
Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a Vehicle or a Monster – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

The Psyker keyword is used in following Tyranids datasheets:

Deny the Witch
When a Psyker unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a Psyker unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing Psyker’s Psychic test.
  • Only one attempt can be made to deny each psychic power.

Acid spray used in following datasheets:

Heavy Support

Barbed strangler used in following datasheets:

Dedicated Transport
Fast Attack
Fortifications

Bio-acid spray used in following datasheets:

Lords of War

Bio-cannon used in following datasheets:

Bio-electric pulse used in following datasheets:

Heavy Support

Bio-electric pulse with containment spines used in following datasheets:

Heavy Support

Bio-plasma used in following datasheets:

Bio-plasma torrent used in following datasheets:

Bio-plasmic cannon used in following datasheets:

Heavy Support

Bio-plasmic scream used in following datasheets:

Heavy Support

Choking spores used in following datasheets:

Heavy Support

Deathspitter used in following datasheets:

Dedicated Transport
Fortifications

Deathspitter with slimer maggots used in following datasheets:

Devourer used in following datasheets:

Devourer with brainleech worms used in following datasheets:

Dire bio-cannon used in following datasheets:

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).

Drool cannon used in following datasheets:

Flamespurt used in following datasheets:

Elites

Flesh hooks used in following datasheets:

Fast Attack

Fleshborer used in following datasheets:

Fast Attack

Fleshborer hive used in following datasheets:

Heavy Support

Grasping tongue used in following datasheets:

Elites

Heavy venom cannon used in following datasheets:

Flyers
Heavy Support

Impaler cannon used in following datasheets:

Massive toxic lashes (shooting) used in following datasheets:

Heavy Support

Rupture cannon used in following datasheets:

Heavy Support

Shockcannon used in following datasheets:

Spike rifle used in following datasheets:

Spine banks used in following datasheets:

TERMAGANT/other model

Spinefists used in following datasheets:

Spinemaws used in following datasheets:

Spore mine launcher used in following datasheets:

Heavy Support

Spore node used in following datasheets:

Fortifications

Stinger salvo used in following datasheets:

Heavy Support

Stranglethorn cannon used in following datasheets:

Flyers

Strangleweb used in following datasheets:

Tentaclids used in following datasheets:

Toxic lashes (shooting) used in following datasheets:

Venom cannon used in following datasheets:

Dedicated Transport
Fast Attack
Fortifications

Acid maw used in following datasheets:

Elites

Bio-flail used in following datasheets:

Biostatic rattle used in following datasheets:

Blinding venom used in following datasheets:

Fast Attack

Bone mace used in following datasheets:

Bone sabres used in following datasheets:

Boneswords used in following datasheets:

Fast Attack

Claws and teeth used in following datasheets:

Crushing claws used in following datasheets:

Distensible jaws used in following datasheets:

Heavy Support

Gargantuan scything talons used in following datasheets:

Grasping tail used in following datasheets:

Grasping talons used in following datasheets:

Grasping talons and thorax spine-maw used in following datasheets:

Fast Attack

Lash whip and bonesword used in following datasheets:

Fast Attack

Lash whip and monstrous bonesword used in following datasheets:

Lashwhip pods used in following datasheets:

Massive crushing claws used in following datasheets:

Trygon and Trygon Prime (two or more pairs)30 pts
Tervigon and Maleceptor10 pts
other models0 pts

Massive scything talons used in following datasheets:

Heavy Support

Massive toxic lashes (melee) used in following datasheets:

Heavy Support

Monstrous acid maw used in following datasheets:

Heavy Support

Monstrous boneswords used in following datasheets:

Monstrous crushing claws used in following datasheets:

Heavy Support

Monstrous rending claws used in following datasheets:

Hive Tyrant (two pairs)20 pts
Hive Tyrant15 pts
Carnifex (two pairs)15 pts
Carnifex15 pts
other models0 pts

Monstrous scything talons used in following datasheets:

Powerful limbs used in following datasheets:

Heavy Support

Prehensile pincer tail used in following datasheets:

Ravenous maw used in following datasheets:

Elites
GENESTEALER/other model

Rending claws used in following datasheets:

Scything talons used in following datasheets:

Heavy Support

Scything wings used in following datasheets:

Shovelling claws used in following datasheets:

Elites

Sickle claws used in following datasheets:

Fast Attack

Thresher scythe used in following datasheets:

Toxic lashes (melee) used in following datasheets:

Toxinspike used in following datasheets:

Wicked spur used in following datasheets:

single/pair

Wrecker claws used in following datasheets:

Chitin Thorns used in following datasheets:

Enhanced Senses used in following datasheets:

Extended Carapaces used in following datasheets:

Spore Cysts used in following datasheets:

Tusks used in following datasheets:

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