RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy venom cannon [blast] | |||||||
Heavy venom cannon [blast] | 36" | D3 | 2+ | 9 | -2 | 3 | |
Stranglethorn cannon [blast] | |||||||
Stranglethorn cannon [blast] | 36" | D6+1 | 2+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Monstrous bonesword and lash whip [twin-linked] | |||||||
Monstrous bonesword and lash whip [twin-linked] | Melee | 6 | 2+ | 9 | -2 | 3 | |
Monstrous scything talons [extra attacks] | |||||||
Monstrous scything talons [extra attacks] | Melee | 4 | 2+ | 7 | -2 | 2 |
1 model | 235 |
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. 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.From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").Mighty heroes fight at the forefront of battle.
Some CHARACTER units have ‘Leader’ listed on their datasheets. Such CHARACTER units are known as Leaders, and the units they can lead – known as their Bodyguard units – are listed on their datasheet.The SYNAPSE keyword is used in the following Tyranids datasheets:
Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.
If your Army Faction is , once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.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 to direct the teeming warrior-beasts to function as a single, gestalt organism on the battlefield.
If your Army Faction is , while a unit from your army is within 6" of one or more friendly SYNAPSE models, that unit is said to be within Synapse Range of that model and of your army. While a unit from your army is within Synapse Range of your army:Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Some weapons can inflict fatal injuries on any foe, no matter their resilience.
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with such a weapon, a Critical Hit automatically wounds the target.High-explosives can fell several warriors in a single blast, but firing them where your comrades will get caught in the ensuing detonation is simply unwise.
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).Dual weapons are often grafted to the same targeting system for greater lethality.
Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The MONSTER keyword is used in the following Tyranids datasheets:
The CHARACTER keyword is used in the following Tyranids datasheets:
The PSYKER keyword is used in the following Tyranids datasheets:
The GREAT DEVOURER keyword is used in the following Tyranids datasheets:
The SYNAPSE keyword is used in the following Tyranids datasheets:
The HIVE TYRANT keyword is used in the following Tyranids datasheets:
The HARVESTER keyword is used in the following Tyranids datasheets:
The INFANTRY keyword is used in the following Tyranids datasheets:
The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:
Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey worlds slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims.
In your Command phase, each HARVESTER unit from your army can Regenerate one friendly unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following:
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Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Some weapons are designed to root enemy formations out of entrenched positions.
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to the prey.
At the start of the first battle round, select one of the following Hyper-adaptations to be active for units from your army until the end of the battle:Swarming Instincts Each time a INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability. model with this Hyper-adaptation makes an attack that targets an |
Hyper-aggression Each time a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. model with this Hyper-adaptation makes an attack that targets a |
Hive Predators Each time a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability. model with this Hyper-adaptation makes an attack that targets a |
Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser bioforms to hurl themselves at the prey, to fight on through fatal wounds or to attack with redoubled savagery.
At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle.The VANGUARD INVADER keyword is used in the following Tyranids datasheets:
In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. The surviving beasts are driven to fight with greater fury the more of their number that fall.
Each time a MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.
units with this ability are eligible to charge in a turn in which they Fell Back. VANGUARD INVADER units with this ability are eligible to charge in a turn in which they Advanced.This creature was created for one purpose: to completely eradicate the defenders of the target prey world.
Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
model only. Once per turn, you can re-roll oneWith a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.
Synapse Range of your army.
model only. While a friendly unit is within 9" of the bearer, that unit is withinThe same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.
Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
model only. The bearer has theThis leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.
Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
model only. After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can set those units up inThis bioform and its accompanying organisms possess muscular adaptations that give them incredible speed and endurance.
declare a charge in a turn in which it Advanced.
model only. The bearer’s unit is eligible toA contraganglion knot in this creature’s cranium channels and amplifies the smothering power of the Shadow in the Warp to nullify its prey’s psychic abilities.
MONSTER model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks.
The crushing menace of the Hive Mind rolls off this monstrous creature in waves, causing it to loom even larger in the minds of its quailing prey and lending it absolute dominance of the battlefield.
MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.
Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids linked to a ring of vascular-pneumatic sphincters, allowing them one last-ditch strike.
MONSTER model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.
MONSTER model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.
Piles In or Consolidates, models in this unit can move an additional 3".
model only. Each time the bearer’s unitA simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.
Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
model only. Each time a model in the bearer’s unit makes an attack, on aShattered ruins and twisted wreckage afford much-needed shelter from enemy salvoes. Even heavily armoured warriors unfazed by small arms fire are thankful for such cover when foes bring their biggest guns to bear.
Models can sometimes gain a measure of protection from terrain features. The rules below detail the conditions under which a terrain feature confers the Benefit of Cover on a model.These warrior organisms possess limited chameleonic properties that conceal their advance. The benefits of such deceptions decrease as they approach their prey, but can be enough to bring them safely into range to strike.
battle round, select up to three friendly ENDLESS MULTITUDE units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack.
model only. At the start of the firstParasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.
HARVESTER model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly unit that is within 9" of it, instead of one within 6".
model only. While a friendlySome warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.
HARVESTER units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability.
model only. While the bearer is within 6" of one or more friendlyThis nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that were once foes.
MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.
model only (excludingThese warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.
Fight phase while the bearer is within 6" of one or more friendly HARVESTER units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in theThis warrior organism has identified installations and routes of communication and supply vital to the prey. As the Tyranid invasion commences so the beast orchestrates ambushes and terror raids against these priority targets, ensuring that those enemy reinforcements who do reach the battlefield do so in bloodied disarray.
Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
model only. While the bearer is on the battlefield, each time your opponent sets up aWhile no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the influence of which increases its host’s ability to formulate and enforce large-scale predatory strategies.
VANGUARD INVADER units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
model only. After both players have deployed their armies, you can select up to threeThis grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. The longer prey are exposed to the sound, the worse their atavistic terror response becomes...
SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.
The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.
SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biological cognition alike, causing teleport signals to fluctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.
SYNAPSE model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.