Tyranids – Neurothrope
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5

Neurothrope

NoNAME  M WS BS S T W A Ld Sv
95
Neurothrope
1
95
Neurothrope
5" 4+ 3+ 4 4 5 1 9 5+
A Neurothrope is a single model armed with claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Spirit Leech: Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".
Warp Field: This model has a 3+ invulnerable save.
Warp Siphon: You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.
PSYKER
PSYKER
A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Neurothrope knows the Smite psychic power and one psychic power from the Hive Mind discipline.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, FLY, INFANTRY, ZOANTHROPE, PSYKER, SYNAPSE, NEUROTHROPE

Datasheet-related Stratagems

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

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.
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.
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.
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.
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

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

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.
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.

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

Claws and teeth used in following datasheets:

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.
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.
Smite
Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

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

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.
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.

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

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.
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.

The FLY keyword is used in following Tyranids datasheets:

The ZOANTHROPE keyword is used in following Tyranids datasheets:

The PSYKER keyword is used in following Tyranids datasheets:

The SYNAPSE keyword is used in following Tyranids datasheets:

Heavy Support

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

Heavy Support
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.
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.

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

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.
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.
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.

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

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.

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
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