MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Prime talons | |||||||
Prime talons | Melee | 6 | 2+ | 6 | -1 | 2 |
1 model | 65 |
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.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: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).The MONSTER keyword is used in the following Tyranids datasheets:
The CHARACTER 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 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 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 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 toBiostimulants 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.
The INFANTRY keyword is used in the following Tyranids datasheets:
The VANGUARD INVADER keyword is used in the following Tyranids datasheets:
Whether shielded by force fields, enveloped in mystical energies or simply possessed of preternatural senses and lightning-fast reflexes, some warriors are protected by more than mere physical armour.
Some models have an invulnerable save listed on their datasheet. Each time an attack is allocated to a model with an invulnerable save, the controlling player must choose to use either that model’s Save 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.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The VANGUARD INVADER and INFANTRY keywords are used in the following Tyranids datasheets:
This hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.
VANGUARD INVADER model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.
VANGUARD INVADER model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.
To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror of the Shadow in the Warp that wreathes them, is more than some can stand.
When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn.This massed swarm of warrior organisms spills over and around one another as they advance, chitinous killers packing corridors floor to ceiling and bursting open hatchways with sheer weight of numbers.
Each time a unit from your army moves, models in that unit can move through friendly models as if they were not there. In addition, each time a unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off.The FLY keyword is used in the following Tyranids datasheets:
Tyranid Warriors are adapted to shepherd the hive fleet’s teeming swarms to war. Benefiting from heightened senses, hardened forms and great strength, they serve as ferocious beacons for and enforcers of the Hive Mind’s indomitable will.
TYRANID WARRIORS (see below) and WINGED TYRANID PRIME units from your army have a 5+ invulnerable save.This node-beast’s bio-adaptations allow it to perceive the minutest electrical impulse or heat signature. Few prey organisms escape its clutches.
WINGED TYRANID PRIME model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll.
The Hive Mind feeds accumulated sensory data to this leader‑beast, providing it with forewarning of incoming attacks long before the foe can land a blow.
WINGED TYRANID PRIME model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit).
This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.
In your Command phase, select one friendly TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit.
This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.
Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase.
Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.
While a friendly Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.
unit is within 9" of the bearer (ignoring