Tyranids – Datasheets
 ]


Characters


Broodlord
(⌀75 x 42mm)
M
8"
T
5
Sv
4+
W
6
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Broodlord claws and talons [devastating wounds, twin-linked]
Broodlord claws and talons [devastating wounds, twin-linked]
Melee
5
2+
6
-2
2
ABILITIES
CORE: Leader, Scouts 8"
FACTION: Synapse
Vicious Insight: While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.
Hypnotic Gaze (Psychic): At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Broodlord
This model is equipped with: Broodlord claws and talons.
1 model
80
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, PSYKER, GREAT DEVOURER, VANGUARD INVADER, BROODLORD
FACTION KEYWORDS:


Deathleaper
(⌀60mm)
M
8"
T
6
Sv
3+
W
7
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lictor claws and talons [precision]
Lictor claws and talons [precision]
Melee
6
2+
7
-2
2
ABILITIES
CORE: Fights First, Infiltrators, Lone Operative, Stealth
FACTION: Synapse
Feeder Tendrils: Each time this model destroys an enemy CHARACTER model, you gain 1CP.
Fear of the Unseen (Aura): While an enemy unit is within 6" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent’s Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Deathleaper – EPIC HERO
This model is equipped with: Lictor claws and talons.
1 model
80
HUNTER ORGANISM
This model cannot be your WARLORD.
KEYWORDS: INFANTRY, CHARACTER, EPIC HERO, GREAT DEVOURER, VANGUARD INVADER, DEATHLEAPER
FACTION KEYWORDS:


Hive Tyrant
(⌀60mm)
M
8"
T
10
Sv
2+
W
10
Ld
7+
OC
3
INVULNERABLE SAVE
4+
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
WARGEAR OPTIONS
  • This model’s monstrous bonesword and lash whip can be replaced with one of the following:
    • 1 heavy venom cannon
    • 1 stranglethorn cannon
    • 1 monstrous scything talons
  • This model’s monstrous scything talons can be replaced with one of the following:
    • 1 heavy venom cannon*
    • 1 stranglethorn cannon*

*This model cannot be equipped with both a stranglethorn cannon and a heavy venom cannon. This model cannot be equipped with more than 1 heavy venom cannon, and it cannot be equipped with more than 1 stranglethorn cannon.
ABILITIES
CORE: Deadly Demise D3, Leader
FACTION: Shadow in the Warp, Synapse
Will of the Hive Mind: Once per turn, one friendly unit within 12" of one or more models with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Onslaught (Aura, Psychic): While a friendly unit is within 6" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] ability.
UNIT COMPOSITION
  • 1 Hive Tyrant
This model is equipped with: monstrous bonesword and lash whip; monstrous scything talons.
1 model
235
LEADER
This model can be attached to the following unit:
KEYWORDS: MONSTER, CHARACTER, PSYKER, GREAT DEVOURER, SYNAPSE, HIVE TYRANT
FACTION KEYWORDS:


Neurotyrant
(⌀50mm)
M
6"
T
8
Sv
4+
W
9
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychic scream [ignores cover, psychic, torrent]
Psychic scream [ignores cover, psychic, torrent]
18"
2D6
N/A
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Neurotyrant claws and lashes
Neurotyrant claws and lashes
Melee
6
3+
5
0
1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader
FACTION: Synapse, Shadow in the Warp
Node Lash (Psychic): While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well.
Psychic Terror (Psychic): If one or more models from your army with this ability are on the battlefield 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.
Neuroloids: In your Command phase, you can select up to two friendly units within 18" of this model’s unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army.

Designer’s Note: Place a Neuroloid token next to each selected unit to remind you.
UNIT COMPOSITION
  • 1 Neurotyrant
This model is equipped with: Psychic Scream; Neurotyrant claws and lashes.
1 model
105
LEADER
This model can be attached to the following units:
KEYWORDS: MONSTER, CHARACTER, FLY, PSYKER, GREAT DEVOURER, SYNAPSE, NEUROTYRANT
FACTION KEYWORDS:


Old One Eye
(⌀105 x 70mm)
M
8"
T
9
Sv
2+
W
9
Ld
8+
OC
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Old One Eye’s claws and talons – strike
Old One Eye’s claws and talons – strike
Melee
6
3+
14
-3
D6+1
Old One Eye’s claws and talons – sweep
Old One Eye’s claws and talons – sweep
Melee
12
3+
6
-1
1
ABILITIES
CORE: Feel No Pain 5+, Leader
FACTION: Synapse
Alpha Leader: While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.
Unstoppable Monster: At the start of each player’s Command phase, this model regains up to D3 lost wounds.
UNIT COMPOSITION
  • 1 Old One Eye – EPIC HERO
This model is equipped with: Old One Eye’s claws and talons.
1 model
140
LEADER
This model can be attached to the following unit:
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, GREAT DEVOURER, OLD ONE EYE
FACTION KEYWORDS:


Parasite Of Mortrex
(⌀40mm)
M
12"
T
5
Sv
4+
W
5
Ld
8+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Barbed ovipositor [anti-infantry 3+, extra attacks]
Barbed ovipositor [anti-infantry 3+, extra attacks]
Melee
1
2+
3
-2
3
Clawed limbs
Clawed limbs
Melee
6
2+
5
-1
1
ABILITIES
CORE: Deep Strike, Lone Operative, Stealth
FACTION: Synapse
Parasitic Infection: Each time an INFANTRY model is destroyed by an attack made with this model’s barbed ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that RIPPER SWARMS unit can be set up within Engagement Range of the destroyed model’s unit (but not within Engagement Range of any other enemy units).
It Itches!: At the start of the Fight phase, select one enemy unit within Engagement Range of this model. That enemy unit must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Parasite of Mortrex
This model is equipped with: barbed ovipositor; clawed limbs.
1 model
80
KEYWORDS: INFANTRY, CHARACTER, FLY, GREAT DEVOURER, VANGUARD INVADER, PARASITE OF MORTREX
FACTION KEYWORDS:


Tervigon
(⌀120 x 92mm)
M
8"
T
11
Sv
2+
W
16
Ld
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stinger salvoes
Stinger salvoes
24"
8
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Massive crushing claws
Massive crushing claws
Melee
4
4+
12
-3
D6+1
Massive scything talons – strike
Massive scything talons – strike
Melee
4
3+
9
-2
D6
Massive scything talons – sweep
Massive scything talons – sweep
Melee
8
3+
7
-1
2
WARGEAR OPTIONS
  • This model’s massive scything talons can be replaced with 1 massive crushing claws.

ABILITIES
CORE: Deadly Demise D6
FACTION: Shadow in the Warp, Synapse
Spawn Termagants: In your Command phase, you can select one friendly TERMAGANTS unit within 6" of this model and return up to D3+3 destroyed models to that unit. A TERMAGANTS unit cannot be selected for this ability more than once per phase.
Brood Progenitor (Aura, Psychic): While a friendly TERMAGANTS unit is within 6" of this model, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.
UNIT COMPOSITION
  • 1 Tervigon
This model is equipped with: stinger salvoes; massive scything talons.
1 model
190
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, CHARACTER, PSYKER, GREAT DEVOURER, SYNAPSE, TERVIGON
FACTION KEYWORDS:


The Swarmlord
(⌀60mm)
M
8"
T
10
Sv
2+
W
10
Ld
7+
OC
3
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Synaptic pulse [psychic, torrent]
Synaptic pulse [psychic, torrent]
18"
D6+3
N/A
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bone sabres [twin-linked]
Bone sabres [twin-linked]
Melee
8
2+
9
-2
3
ABILITIES
CORE: Deadly Demise D3, Leader
FACTION: Shadow in the Warp, Synapse
Hive Commander: At the start of your Command phase, if this model is on the battlefield, you gain 1CP.
Malign Presence: Once per battle, after your opponent uses a Stratagem, if this model is your WARLORD and is on the battlefield, it can use this ability. If it does, until the end of the battle, increase that Stratagem’s cost to your opponent by 1CP.
Domination of the Hive Mind (Aura): While a friendly unit is within 9" of this model, that unit is within your army’s Synapse Range.
UNIT COMPOSITION
  • 1 Swarmlord – EPIC HERO
This model is equipped with: Synaptic pulse; bone sabres.
1 model
240
LEADER
This model can be attached to the following unit:
KEYWORDS: MONSTER, CHARACTER, EPIC HERO, PSYKER, GREAT DEVOURER, SYNAPSE, HIVE TYRANT, THE SWARMLORD
FACTION KEYWORDS:


Winged Hive Tyrant
(⌀60mm)
M
12"
T
9
Sv
2+
W
10
Ld
7+
OC
3
INVULNERABLE SAVE
4+
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
Tyrant talons
Tyrant talons
Melee
5
2+
7
-2
2
WARGEAR OPTIONS
  • This model’s monstrous bonesword and lash whip can be replaced with one of the following:
    • 1 heavy venom cannon
    • 1 stranglethorn cannon
    • 1 monstrous scything talons

ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Shadow in the Warp, Synapse
Will of the Hive Mind: Once per turn, one friendly unit within 12" of one or more models with this ability can be targeted with a Stratagem for 0CP, even if another unit from your army has already been targeted with that Stratagem this phase.
Paroxysm (Psychic): At the start of the Fight phase, you can select one enemy unit within 12" of and visible to this model and roll one D6: on a 1, this PSYKER suffers D3 mortal wounds; on a 2+, until the end of the phase, subtract 1 from the Attacks characteristic of weapons equipped by models in that unit.
UNIT COMPOSITION
  • 1 Winged Hive Tyrant
This model is equipped with: monstrous bonesword and lash whip; Tyrant talons.
1 model
210
KEYWORDS: MONSTER, CHARACTER, PSYKER, FLY, GREAT DEVOURER, SYNAPSE, VANGUARD INVADER, HIVE TYRANT, WINGED HIVE TYRANT
FACTION KEYWORDS:


Winged Tyranid Prime
(⌀50mm)
M
12"
T
5
Sv
4+
W
6
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Prime talons
Prime talons
Melee
6
2+
6
-1
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deep Strike, Leader
FACTION: Shadow in the Warp, Synapse
Alpha Warrior: While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.
Death Blow: If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
UNIT COMPOSITION
  • 1 Winged Tyranid Prime
This model is equipped with: Prime talons.
1 model
65
LEADER
KEYWORDS: INFANTRY, CHARACTER, FLY, GREAT DEVOURER, SYNAPSE, VANGUARD INVADER, WINGED TYRANID PRIME
FACTION KEYWORDS:


Malanthrope
(⌀60mm)
M
6"
T
5
Sv
4+
W
10
Ld
7+
OC
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Grasping tail
Grasping tail
Melee
4
4+
5
0
2
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Leader, Stealth
FACTION: Shadow in the Warp, Synapse
Enhanced Toxic Miasma: While this model is leading a unit, the range of that unit’s Foul Spores Aura ability is increased to 9".
Prey Adaptation: Each time this model’s unit is selected to fight, select one of the following abilities to apply to all melee weapons equipped by models in that unit until the end of the phase:
[SUSTAINED HITS 1]
[LANCE]
[LETHAL HITS]
UNIT COMPOSITION
  • 1 Malanthrope
This model is equipped with: grasping tail.
1 model
75
LEADER
This model can be attached to the following unit:
KEYWORDS: INFANTRY, CHARACTER, FLY, GREAT DEVOURER, SYNAPSE, MALANTHROPE
FACTION KEYWORDS:

Battleline


Gargoyles
(⌀32mm flying base)
M
12"
T
3
Sv
6+
W
1
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fleshborer [assault]
Fleshborer [assault]
18"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Blinding venom
Blinding venom
Melee
1
4+
3
0
1
ABILITIES
CORE: Deep Strike
FACTION: Synapse
Winged Swarm: In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
UNIT COMPOSITION
  • 10-20 Gargoyles
Every model is equipped with: fleshborer; blinding venom.
10 models
85
20 models
170
KEYWORDS: INFANTRY, BATTLELINE, FLY, GREAT DEVOURER, ENDLESS MULTITUDE, VANGUARD INVADER, GARGOYLES
FACTION KEYWORDS:


Hormagaunts
(⌀28mm)
M
10"
T
3
Sv
5+
W
1
Ld
8+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hormagaunt talons
Hormagaunt talons
Melee
3
4+
3
-1
1
ABILITIES
FACTION: Synapse
Bounding Leap: This unit is eligible to declare a charge in a turn in which it Advanced.
UNIT COMPOSITION
  • 10-20 Hormagaunts
Every model is equipped with: Hormagaunt talons.
10 models
65
20 models
130
KEYWORDS: INFANTRY, BATTLELINE, GREAT DEVOURER, ENDLESS MULTITUDE, HORMAGAUNTS
FACTION KEYWORDS:


Termagants
(⌀28mm)
M
6"
T
3
Sv
5+
W
1
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fleshborer [assault]
Fleshborer [assault]
18"
1
4+
5
0
1
Shardlauncher [blast, heavy]
Shardlauncher [blast, heavy]
18"
D3
4+
5
0
1
Spike rifle [heavy]
Spike rifle [heavy]
24"
1
4+
4
-1
1
Strangleweb [assault, devastating wounds, torrent]
Strangleweb [assault, devastating wounds, torrent]
18"
D6
N/A
2
0
1
Termagant devourer
Termagant devourer
18"
2
4+
4
0
1
Termagant spinefists [assault, pistol, twin-linked]
Termagant spinefists [assault, pistol, twin-linked]
12"
2
4+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth
Chitinous claws and teeth
Melee
1
4+
3
0
1
WARGEAR OPTIONS
  • All models in this unit can each have their fleshborer replaced with 1 Termagant devourer.
  • All models in this unit can each have their fleshborer replaced with 1 Termagant spinefists.
  • For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 shardlauncher
  • For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 spike rifle.
  • For every 10 models in this unit, 1 model’s ranged weapon can be replaced with 1 strangleweb

ABILITIES
FACTION: Synapse
Skulking Horrors: Once per turn, when an enemy unit ends a Normal, Advance or Fall Back move within 9" of this unit, if this unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D6".
UNIT COMPOSITION
  • 10-20 Termagants
Every model is equipped with: fleshborer; xenos claws and teeth.
10 models
60
20 models
120
KEYWORDS: INFANTRY, BATTLELINE, GREAT DEVOURER, ENDLESS MULTITUDE, TERMAGANTS
FACTION KEYWORDS:

Dedicated Transports


Tyrannocyte
(⌀100mm)
M
8"
T
9
Sv
3+
W
10
Ld
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Tyrannocyte bio-weapons
Tyrannocyte bio-weapons
24"
5
4+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flensing whips
Flensing whips
Melee
6
4+
7
-1
2
ABILITIES
CORE: Deadly Demise D3, Deep Strike
FACTION: Synapse
Aerial Seeding: This model must start the battle in Reserves, but neither it nor any units embarked within it are counted towards any limits placed on the maximum number of Reserves units you can start the battle with. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. Any units embarked within this model must immediately disembark after it has been set up on the battlefield, and they must be set up more than 9" away from all enemy models. After this model has been set up on the battlefield, no units can embark within it.
UNIT COMPOSITION
  • 1 Tyrannocyte
This model is equipped with: Tyrannocyte bio-weapons; flensing whips.
1 model
105
TRANSPORT
This model has a transport capacity of 20 INFANTRY models, or 1 MONSTER model with a Wounds characteristic of 12 or less. Each INFANTRY model with a Wounds characteristic of more than 1 takes up the space of 3 models.
KEYWORDS: MONSTER, FLY, TRANSPORT, DEDICATED TRANSPORT, GREAT DEVOURER, VANGUARD INVADER, TYRANNOCYTE
FACTION KEYWORDS:

Other


Barbgaunts
(⌀40mm)
M
6"
T
4
Sv
4+
W
2
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Barblauncher [blast, heavy]
Barblauncher [blast, heavy]
24"
D6
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth
Chitinous claws and teeth
Melee
1
4+
4
0
1
ABILITIES
FACTION: Synapse
Disruption Bombardment: In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic and subtract 2 from Advance and Charge rolls made for it.
UNIT COMPOSITION
  • 5-10 Barbgaunts
Every model is equipped with: barblauncher; chitinous claws and teeth.
5 models
55
10 models
110
KEYWORDS: INFANTRY, GREAT DEVOURER, BARBGAUNTS
FACTION KEYWORDS:


Biovores
(⌀80mm)
M
5"
T
6
Sv
3+
W
5
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Spore Mine launcher [blast, devastating wounds, heavy, indirect fire]
Spore Mine launcher [blast, devastating wounds, heavy, indirect fire]
48"
D3
4+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitin-barbed limbs
Chitin-barbed limbs
Melee
2
4+
5
0
1
ABILITIES
CORE: Deadly Demise 1
FACTION: Synapse
Seed Spore Mines: Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new SPORE MINES unit to your army and set it up anywhere on the battlefield that is wholly within 48" of this unit and more than 9" horizontally away from all enemy units. That SPORE MINES unit contains 1 model for each model in this unit.
UNIT COMPOSITION
  • 1-3 Biovores
Every model is equipped with: Spore Mine launcher; chitin-barbed limbs.
1 model
75
2 models
150
3 models
225
KEYWORDS: INFANTRY, GREAT DEVOURER, BIOVORES
FACTION KEYWORDS:


Carnifexes
(⌀105 x 70mm)
M
8"
T
9
Sv
2+
W
8
Ld
8+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-plasma [assault, blast]
Bio-plasma [assault, blast]
12"
D3
4+
7
-2
1
Deathspitters with slimer maggots
Deathspitters with slimer maggots
24"
6
4+
7
-2
1
Devourers with brainleech worms
Devourers with brainleech worms
18"
12
4+
6
0
1
Heavy venom cannon [blast]
Heavy venom cannon [blast]
36"
D3
4+
9
-2
3
Spine banks [assault]
Spine banks [assault]
6"
5
4+
5
0
1
Stranglethorn cannon [blast]
Stranglethorn cannon [blast]
36"
D6+1
4+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Carnifex crushing claws
Carnifex crushing claws
Melee
4
4+
12
-3
D6+1
Carnifex extra scything talons [extra attacks]
Carnifex extra scything talons [extra attacks]
Melee
2
4+
9
-2
3
Carnifex scything talons
Carnifex scything talons
Melee
6
4+
9
-2
3
Chitinous claws and teeth
Chitinous claws and teeth
Melee
4
4+
6
0
1
WARGEAR OPTIONS
  • Any number of models can each have their Carnifex extra scything talons replaced with one of the following:
    • 1 deathspitters with slimer maggots
    • 1 devourers with brainleech worms
    • 1 heavy venom cannon
    • 1 stranglethorn cannon
    • 1 Carnifex crushing claws
  • Any number of models can each have their Carnifex scything talons replaced with one of the following:
    • 1 deathspitters with slimer maggots
    • 1 devourers with brainleech worms
    • 1 Carnifex crushing claws
  • Any number of models can each be equipped with 1 bio-plasma.
  • Any number of models can each be equipped with 1 spine banks.

ABILITIES
CORE: Deadly Demise 1
FACTION: Synapse
Blistering Assault: Each time an enemy unit is selected to shoot, after that unit has shot, if any models from this unit lost one or more wounds as a result of those attacks, this unit can make a Blistering Assault move. If it does, roll one D6, adding 2 to the result: each model in this unit can be moved a distance in inches up to the result, but this unit must finish that move as close as possible to the closest enemy unit. When doing so, those models can be moved within Engagement Range of that enemy unit. Each unit can only make one Blistering Assault move per phase.
UNIT COMPOSITION
  • 1-2 Carnifexes
Every model is equipped with: Carnifex scything talons; Carnifex extra scything talons; chitinous claws and teeth.
1 model
125
2 models
250
KEYWORDS: MONSTER, GREAT DEVOURER, CARNIFEXES
FACTION KEYWORDS:


Exocrine
(⌀120 x 92mm)
M
8"
T
10
Sv
3+
W
14
Ld
8+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-plasmic cannon [blast, heavy]
Bio-plasmic cannon [blast, heavy]
36"
D6+3
3+
8
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Powerful limbs
Powerful limbs
Melee
3
3+
7
0
2
ABILITIES
CORE: Deadly Demise D3
FACTION: Synapse
Symbiotic Targeting: In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, each time a friendly model makes an attack that targets that unit, re-roll a Hit roll of 1.
UNIT COMPOSITION
  • 1 Exocrine
This model is equipped with: bio-plasmic cannon; powerful limbs.
1 model
135
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, EXOCRINE
FACTION KEYWORDS:


Genestealers
(⌀32mm)
M
8"
T
4
Sv
5+
W
2
Ld
7+
OC
1
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Genestealer claws and talons
Genestealer claws and talons
Melee
4
2+
4
-2
1
ABILITIES
CORE: Scouts 8"
FACTION: Synapse
Vanguard Predator: Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target is within range of one or more objective markers, re-roll a Wound roll of 1 as well.
UNIT COMPOSITION
  • 5-10 Genestealers
Every model is equipped with: Genestealer claws and talons.
5 models
75
10 models
150
KEYWORDS: INFANTRY, GREAT DEVOURER, VANGUARD INVADER, GENESTEALERS
FACTION KEYWORDS:


Harpy
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Stinger salvoes
Stinger salvoes
24"
8
3+
5
0
1
Twin heavy venom cannon [blast, twin-linked]
Twin heavy venom cannon [blast, twin-linked]
36"
D3
3+
9
-2
3
Twin stranglethorn cannon [blast, twin-linked]
Twin stranglethorn cannon [blast, twin-linked]
36"
D6+1
2+
7
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Scything wings
Scything wings
Melee
4
4+
7
-1
2
WARGEAR OPTIONS
  • This model’s twin stranglethorn cannon can be replaced with 1 twin heavy venom cannon.

ABILITIES
CORE: Deadly Demise D3, Hover
FACTION: Synapse
Spore Mine Cysts: Each time this model ends a Normal move, you can select one of the following:
  • Select one enemy unit it moved over during that move and roll six D6: for each 3+, that unit suffers 1 mortal wound.
  • Add one new SPORE MINES unit containing D3 models to your army and set it up anywhere on the battlefield that is wholly within 6" of this model and more than 9" horizontally away from all enemy units. You cannot select this option for more than one model per turn.
UNIT COMPOSITION
  • 1 Harpy
This model is equipped with: stinger salvoes; twin stranglethorn cannon; scything wings.
1 model
215
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, FLY, AIRCRAFT, GREAT DEVOURER, VANGUARD INVADER, HARPY
FACTION KEYWORDS:


Haruspex
(⌀120 x 92mm)
M
8"
T
11
Sv
3+
W
14
Ld
8+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Grasping tongue [precision]
Grasping tongue [precision]
12"
1
3+
6
-2
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ravenous maw
Ravenous maw
Melee
14
3+
7
-1
2
Shovelling claws [extra attacks]
Shovelling claws [extra attacks]
Melee
4
3+
14
-2
D6+1
ABILITIES
CORE: Deadly Demise D3
FACTION: Synapse
Grisly Spectacle: Each time this model is selected to fight, after resolving its attacks, if one or more enemy units were destroyed by those attacks, each enemy unit within 6" of this model must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Haruspex
This model is equipped with: grasping tongue; ravenous maw; shovelling claws.
1 model
125
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, HARVESTER, HARUSPEX
FACTION KEYWORDS:


Hive Crone
(⌀120 x 92mm flying base)
M
20+"
T
9
Sv
3+
W
12
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Drool cannon [torrent]
Drool cannon [torrent]
12"
2D6
N/A
6
-1
1
Stinger salvoes
Stinger salvoes
24"
8
3+
5
0
1
Tentaclids [anti-vehicle 4+, devastating wounds]
Tentaclids [anti-vehicle 4+, devastating wounds]
36"
4
3+
7
0
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Scything wings
Scything wings
Melee
4
4+
7
-1
2
Thorax spur [anti-fly 2+, extra attacks]
Thorax spur [anti-fly 2+, extra attacks]
Melee
1
3+
10
-3
D6
ABILITIES
CORE: Deadly Demise D3, Hover
FACTION: Synapse
Airborne Predator: Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.
UNIT COMPOSITION
  • 1 Hive Crone
This model is equipped with: drool cannon; stinger salvoes; tentaclids; scything wings; thorax spur.
1 model
200
DAMAGED: 1-4 WOUNDS REMAINING
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, FLY, AIRCRAFT, GREAT DEVOURER, VANGUARD INVADER, HIVE CRONE
FACTION KEYWORDS:


Hive Guard
(⌀50mm)
M
6"
T
7
Sv
3+
W
4
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Impaler cannon [heavy, indirect fire]
Impaler cannon [heavy, indirect fire]
36"
4
4+
5
-1
1
Shockcannon [anti-vehicle 2+]
Shockcannon [anti-vehicle 2+]
24"
2
3+
7
-1
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth
Chitinous claws and teeth
Melee
3
4+
5
0
1
WARGEAR OPTIONS
  • Any number of models can each have their shockcannon replaced with 1 impaler cannon.

ABILITIES
FACTION: Synapse
Defensive Stance: Each time you target this unit with the Fire Overwatch Stratagem, while resolving that Stratagem, hits are scored on unmodified Hit rolls of 5+, or unmodified Hit rolls of 4+ instead if this unit is within range of an objective marker.
UNIT COMPOSITION
  • 3-6 Hive Guard
Every model is equipped with: shockcannon; chitinous claws and teeth.
3 models
100
6 models
200
KEYWORDS: INFANTRY, GREAT DEVOURER, HIVE GUARD
FACTION KEYWORDS:


Lictor
(⌀50mm)
M
8"
T
6
Sv
4+
W
6
Ld
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lictor claws and talons [precision]
Lictor claws and talons [precision]
Melee
6
2+
7
-2
2
ABILITIES
CORE: Fights First, Infiltrators, Lone Operative, Stealth
FACTION: Synapse
Feeder Tendrils: Each time this model destroys an enemy CHARACTER model, you gain 1CP.
Pheromone Trail: Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.
UNIT COMPOSITION
  • 1 Lictor
This model is equipped with: Lictor claws and talons.
1 model
55
KEYWORDS: INFANTRY, GREAT DEVOURER, VANGUARD INVADER, LICTOR
FACTION KEYWORDS:


Maleceptor
(⌀120 x 92mm)
M
8"
T
11
Sv
3+
W
14
Ld
7+
OC
4
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychic overload [blast, psychic]
Psychic overload [blast, psychic]
18"
D6+3
3+
10
-2
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Massive scything talons – strike
Massive scything talons – strike
Melee
3
3+
9
-2
D6+1
Massive scything talons – sweep
Massive scything talons – sweep
Melee
6
3+
7
-1
2
ABILITIES
CORE: Deadly Demise D3
FACTION: Shadow in the Warp, Synapse
Encephalic Diffusion (Aura, Psychic): While an enemy unit is within 6" of this model, each time a model in that unit makes an attack, subtract 1 from the Hit roll, and, if that enemy unit is Below Half-strength, subtract 1 from the Wound roll as well.
UNIT COMPOSITION
  • 1 Maleceptor
This model is equipped with: psychic overload; massive scything talons.
1 model
170
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, PSYKER, GREAT DEVOURER, SYNAPSE, MALECEPTOR
FACTION KEYWORDS:


Mawloc
(⌀120 x 92mm)
M
10"
T
10
Sv
3+
W
14
Ld
8+
OC
4
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Distensible jaw [anti-infantry 4+, devastating wounds, extra attacks]
Distensible jaw [anti-infantry 4+, devastating wounds, extra attacks]
Melee
1
3+
5
0
3
Mawloc scything talons
Mawloc scything talons
Melee
16
3+
8
-2
1
ABILITIES
CORE: Deep Strike
FACTION: Synapse
Terror From The Deep: Each time this model is set up on the battlefield using the Deep Strike ability, roll one D6 for each enemy unit within 12" of this model: on a 2-4, that unit suffers D3 mortal wounds; on a 5+, that unit suffers 3 mortal wounds and must take a Battle-shock test.
UNIT COMPOSITION
  • 1 Mawloc
This model is equipped with: distensible jaw; Mawloc scything talons.
1 model
145
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, MAWLOC
FACTION KEYWORDS:


Mucolid Spores
(⌀40mm)
M
4"
T
4
Sv
7+
W
3
Ld
8+
OC
0
ABILITIES
CORE: Deep Strike
FACTION: Synapse
Bio-minefield: Enemy units cannot start or end an Advance move within 6" of this unit.
Floating Death: Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1-2 Mucolid Spores
Every model is equipped with: nothing.
1 model
50
2 models
100
KEYWORDS: BEAST, FLY, GREAT DEVOURER, MUCOLID SPORES
FACTION KEYWORDS:


Neurogaunts
(⌀25mm)
M
6"
T
3
Sv
6+
W
1
Ld
8+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth
Chitinous claws and teeth
Melee
1
4+
3
0
1
ABILITIES
FACTION: Synapse
Neurocytes: While this unit is within Synapse Range of a friendly unit (excluding NEUROGAUNT units), it has the SYNAPSE keyword.
UNIT COMPOSITION
  • 1-2 Neurogaunt Nodebeasts*
  • 10-20 Neurogaunts
Every model is equipped with: chitinous claws and teeth.

*This unit can only contain 2 Neurogaunt Nodebeasts if it contains 20 Neurogaunts.
11 models
45
22 models
90
KEYWORDS: INFANTRY, GREAT DEVOURER, ENDLESS MULTITUDE, NEUROGAUNTS
FACTION KEYWORDS:


Neurolictor
(⌀50mm)
M
8"
T
5
Sv
4+
W
7
Ld
7+
OC
1
INVULNERABLE SAVE
4+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Piercing claws and talons [precision]
Piercing claws and talons [precision]
Melee
6
2+
6
-2
1
ABILITIES
CORE: Infiltrators, Lone Operative, Stealth
FACTION: Shadow in the Warp, Synapse
Feeder Tendrils: Each time this model destroys an enemy CHARACTER model, you gain 1CP.
Neural Disruption: In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test.
Psychological Saboteur (Aura): While an enemy unit is within 12" of this model, if that unit is Battle-shocked:
  • Each time a model in that unit makes an attack, subtract 1 from the Hit roll.
  • Each time a friendly model makes an attack that targets that unit, add 1 to the Wound roll.
UNIT COMPOSITION
  • 1 Neurolictor
This model is equipped with: piercing claws and talons.
1 model
80
KEYWORDS: INFANTRY, GREAT DEVOURER, VANGUARD INVADER, NEUROLICTOR
FACTION KEYWORDS:


Norn Assimilator
(⌀100mm)
M
10"
T
11
Sv
2+
W
16
Ld
7+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Toxinjector Harpoon [harpooned]
Toxinjector Harpoon [harpooned]
12"
2
2+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Monstrous scything talons
Monstrous scything talons
Melee
6
2+
9
-2
3
Toxinjector harpoon [extra attacks]
Toxinjector harpoon [extra attacks]
Melee
4
2+
12
-3
D6+1
Harpooned: After the bearer has shot with this weapon, select one enemy MONSTER or VEHICLE unit hit by one or more of those attacks. Until the end of the turn, each time the bearer selects that unit as a target of a charge, add 2 to the Charge roll.
ABILITIES
CORE: Deadly Demise D6
FACTION: Shadow in the Warp, Synapse
Singular Purpose: At the start of the first battle round, select one of the following:
  • Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
  • Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15.
Harpoon Barbs: Once per turn, when an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Norn Assimilator
This model is equipped with: toxinjector harpoon; monstrous scything talons.
1 model
290
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, SYNAPSE, NORN ASSIMILATOR
FACTION KEYWORDS:


Norn Emissary
(⌀100mm)
M
10"
T
11
Sv
2+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychic Tendril – neuroparasite [precision, psychic]
Psychic Tendril – neuroparasite [precision, psychic]
18"
2
2+
8
-2
D3
Psychic Tendril – neuroblast [blast, psychic]
Psychic Tendril – neuroblast [blast, psychic]
18"
2D6
2+
6
-2
1
Psychic Tendril – neurolance [melta 2, psychic]
Psychic Tendril – neurolance [melta 2, psychic]
18"
2
2+
12
-3
D6
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Monstrous scything talons
Monstrous scything talons
Melee
6
2+
9
-2
3
Monstrous rending claws [extra attacks]
Monstrous rending claws [extra attacks]
Melee
4
2+
7
-2
2
ABILITIES
CORE: Deadly Demise D6
FACTION: Shadow in the Warp, Synapse
Singular Purpose: At the start of the first battle round, select one of the following:
  • Select one enemy unit. Until the end of the battle, each time this model makes an attack that targets that unit, you can re-roll the Hit roll and you can re-roll the Wound roll.
  • Select one objective marker. Until the end of the battle, while this model is within range of that objective marker, it has the Feel No Pain 5+ ability and an Objective Control characteristic of 15.
Unnatural Resilience: This model has the Feel No Pain 4+ ability against mortal wounds.
UNIT COMPOSITION
  • 1 Norn Emissary
This model is equipped with: Psychic Tendril; monstrous scything talons; monstrous rending claws.
1 model
275
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, PSYKER, GREAT DEVOURER, SYNAPSE, NORN EMISSARY
FACTION KEYWORDS:


Psychophage
(⌀120 x 92mm)
M
8"
T
9
Sv
3+
W
10
Ld
8+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychoclastic torrent [ignores cover, torrent]
Psychoclastic torrent [ignores cover, torrent]
12"
D6
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Talons and betentacled maw [anti-psyker 4+, devastating wounds]
Talons and betentacled maw [anti-psyker 4+, devastating wounds]
Melee
D6+1
3+
6
-1
2
ABILITIES
CORE: Deadly Demise 1, Feel No Pain 5+
FACTION: Synapse
Bio-stimulus (Aura): While a friendly unit is within 6" of this model, models in that unit have the Feel No Pain 6+ ability.
Feeding Frenzy: Each time this model makes a melee attack that targets a unit that is below its Starting Strength, add 1 to the Hit roll. If that target is also Below Half-strength, add 1 to the Wound roll as well.
UNIT COMPOSITION
  • 1 Psychophage
This model is equipped with: psychoclastic torrent; talons and betentacled maw.
1 model
95
KEYWORDS: MONSTER, GREAT DEVOURER, HARVESTER, PSYCHOPHAGE
FACTION KEYWORDS:


Pyrovores
(⌀80mm)
M
5"
T
6
Sv
3+
W
5
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Flamespurt [ignores cover, torrent, twin-linked]
Flamespurt [ignores cover, torrent, twin-linked]
12"
D6+1
N/A
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitin-barbed limbs
Chitin-barbed limbs
Melee
2
4+
5
0
1
ABILITIES
CORE: Deadly Demise 1
FACTION: Synapse
Burning Spray: In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the phase, that enemy unit cannot have the Benefit of Cover.
UNIT COMPOSITION
  • 1-3 Pyrovores
Every model is equipped with: flamespurt; chitin-barbed limbs.
1 model
35
2 models
70
3 models
105
KEYWORDS: INFANTRY, GREAT DEVOURER, HARVESTER, PYROVORES
FACTION KEYWORDS:


Raveners
(⌀40mm)
M
10"
T
5
Sv
5+
W
3
Ld
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Thoracic bio-weapon [assault]
Thoracic bio-weapon [assault]
12"
3
4+
4
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Ravener claws and talons [twin-linked]
Ravener claws and talons [twin-linked]
Melee
7
3+
5
-1
1
WARGEAR OPTIONS
  • All models in this unit can each have their thoracic bio-weapon replaced with 1 armoured thorax.

ABILITIES
CORE: Deep Strike
FACTION: Synapse
Death From Below: At the end of your opponent’s turn, if this unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves.
WARGEAR ABILITIES
Armoured Thorax: The bearer has a Save characteristic of 4+.
UNIT COMPOSITION
  • 3-6 Raveners
Every model is equipped with: thoracic bio-weapon; Ravener claws and talons.
3 models
75
6 models
150
KEYWORDS: INFANTRY, GREAT DEVOURER, RAVENERS
FACTION KEYWORDS:


Ripper Swarms
(⌀40mm)
M
6"
T
2
Sv
6+
W
4
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Spinemaws [pistol]
Spinemaws [pistol]
6"
4
5+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth [sustained hits 1]
Chitinous claws and teeth [sustained hits 1]
Melee
6
5+
2
0
1
WARGEAR OPTIONS
  • All models in this unit can each be equipped with 1 spinemaws.

ABILITIES
CORE: Deep Strike
FACTION: Synapse
Chitinous Horrors (Aura): While an enemy unit is within Engagement Range of this unit, halve the Objective Control characteristic of models in that enemy unit.
UNIT COMPOSITION
  • 1-3 Ripper Swarms
Every model is equipped with: chitinous claws and teeth.
1 model
20
2 models
40
3 models
60
KEYWORDS: SWARM, GREAT DEVOURER, HARVESTER, RIPPER SWARMS
FACTION KEYWORDS:


Screamer-killer
(⌀90mm)
M
8"
T
9
Sv
2+
W
10
Ld
8+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-plasmic scream [assault, blast]
Bio-plasmic scream [assault, blast]
18"
D6+3
4+
8
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Screamer-killer talons
Screamer-killer talons
Melee
10
3+
10
-2
3
ABILITIES
CORE: Deadly Demise 1
FACTION: Synapse
Death Scream: In your Shooting phase, after this model has shot, select one unit hit by one or more of those attacks. That unit must take a Battle-shock test, subtracting 1 from that test.
UNIT COMPOSITION
  • 1 Screamer-Killer
This model is equipped with: bio-plasmic scream; Screamer-Killer talons.
1 model
145
KEYWORDS: MONSTER, GREAT DEVOURER, SCREAMER-KILLER
FACTION KEYWORDS:


Spore Mines
(⌀25mm)
M
4"
T
1
Sv
7+
W
1
Ld
8+
OC
0
ABILITIES
CORE: Deep Strike
FACTION: Synapse
Bio-minefield: Enemy units cannot start or end an Advance move within 6" of this unit.
Floating Death: Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.
UNIT COMPOSITION
  • 3-6 Spore Mines
Every model is equipped with: nothing.
3 models
55
6 models
110
KEYWORDS: BEAST, FLY, GREAT DEVOURER, SPORE MINES
FACTION KEYWORDS:


Sporocyst
(⌀100mm)
M
-
T
10
Sv
3+
W
10
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Sporocyst bio-weapons
Sporocyst bio-weapons
24"
10
4+
5
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Flensing whips
Flensing whips
Melee
6
4+
7
-1
2
ABILITIES
CORE: Deadly Demise D3
FACTION: Synapse
Seed Mucolids: Once per turn, in your Shooting phase, when selected to shoot, one unit with this ability can use it instead of making any attacks with its ranged weapons. If it does, you can add one new MUCOLID SPORES unit containing 1 model to your army and set it up anywhere on the battlefield that is wholly within 18" of this model and more than 9" horizontally away from all enemy units.
Hive Defences: You can target this model with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn. This model can only be targeted with that Stratagem once per turn.
UNIT COMPOSITION
  • 1 Sporocyst
This model is equipped with: Sporocyst bio-weapons; flensing whips.
1 model
145
KEYWORDS: MONSTER, GREAT DEVOURER, SPOROCYST
FACTION KEYWORDS:


Toxicrene
(⌀120 x 92mm)
M
8"
T
11
Sv
3+
W
14
Ld
8+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Massive toxic lashes [anti-infantry 2+]
Massive toxic lashes [anti-infantry 2+]
9"
2D6
3+
6
-1
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Massive toxic lashes [anti-infantry 2+]
Massive toxic lashes [anti-infantry 2+]
Melee
12
3+
6
-1
2
ABILITIES
CORE: Deadly Demise D3
FACTION: Synapse
Grasping Tendrils: Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, you can roll one D6: on a 3+, that enemy unit must Remain Stationary instead.
Hypertoxic Miasma (Aura): At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.
UNIT COMPOSITION
  • 1 Toxicrene
This model is equipped with: massive toxic lashes.
1 model
150
KEYWORDS: MONSTER, GREAT DEVOURER, TOXICRENE
FACTION KEYWORDS:


Trygon
(⌀120 x 92mm)
M
10"
T
10
Sv
3+
W
14
Ld
8+
OC
4
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-electric pulse [sustained hits 2]
Bio-electric pulse [sustained hits 2]
12"
6
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Trygon scything talons
Trygon scything talons
Melee
12
3+
9
-2
3
ABILITIES
CORE: Deep Strike
FACTION: Synapse
Subterranean Tunnels: Each time this model is set up on the battlefield using the Deep Strike ability, it can be set up anywhere on the battlefield that is more than 3" horizontally away from all enemy units. When doing so, if this model is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
UNIT COMPOSITION
  • 1 Trygon
This model is equipped with: bio-electric pulse; Trygon scything talons.
1 model
170
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, TRYGON
FACTION KEYWORDS:


Tyranid Warriors With Melee Bio-weapons
(⌀50mm)
M
6"
T
5
Sv
4+
W
3
Ld
7+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tyranid Warrior claws and talons [twin-linked]
Tyranid Warrior claws and talons [twin-linked]
Melee
6
3+
5
-2
1
ABILITIES
FACTION: Shadow in the Warp, Synapse
Adaptive Instincts: At the start of the Fight phase, select one of the following:
  • Aggression Imperative: Until the end of the phase, each time a model in this unit makes an attack, re-roll a Hit roll of 1.
  • Bioregeneration: Until the end of the phase, each time a saving throw is made for a model in this unit, re-roll a saving throw of 1.
UNIT COMPOSITION
  • 1 Tyranid Prime
  • 2-5 Tyranid Warriors
Every model is equipped with: Tyranid Warrior claws and talons.
3 models
75
6 models
150
KEYWORDS: INFANTRY, GREAT DEVOURER, SYNAPSE, TYRANID WARRIORS WITH MELEE BIO-WEAPONS
FACTION KEYWORDS:


Tyranid Warriors With Ranged Bio-weapons
(⌀50mm)
M
6"
T
5
Sv
4+
W
3
Ld
7+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Barbed strangler [blast]
Barbed strangler [blast]
36"
D6+1
4+
6
-1
1
Deathspitter
Deathspitter
24"
3
4+
5
-1
1
Devourer
Devourer
18"
5
4+
4
0
1
Spinefists [assault, pistol, twin-linked]
Spinefists [assault, pistol, twin-linked]
12"
2
4+
4
0
1
Venom cannon [blast]
Venom cannon [blast]
36"
D3
4+
9
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tyranid Warrior claws and talons
Tyranid Warrior claws and talons
Melee
5
3+
5
-1
1
WARGEAR OPTIONS
  • Any number of models can each have their devourer replaced with one of the following:
    • 1 deathspitter
    • 1 spinefists
  • For every 3 models in this unit, 1 model’s devourer can be replaced with 1 barbed strangler.
  • For every 3 models in this unit, 1 model’s devourer can be replaced with 1 venom cannon.

ABILITIES
FACTION: Shadow in the Warp, Synapse
Adaptable Predators: This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Tyranid Prime
  • 2-5 Tyranid Warriors
Every model is equipped with: devourer; Tyranid Warrior claws and talons.
3 models
65
6 models
130
KEYWORDS: INFANTRY, GREAT DEVOURER, SYNAPSE, TYRANID WARRIORS WITH RANGED BIO-WEAPONS
FACTION KEYWORDS:


Tyrannofex
(⌀120 x 92mm)
M
9"
T
12
Sv
2+
W
16
Ld
8+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Acid spray [torrent]
Acid spray [torrent]
18"
D6+6
N/A
6
-2
2
Fleshborer hive [heavy, sustained hits 1, twin-linked]
Fleshborer hive [heavy, sustained hits 1, twin-linked]
24"
20
3+
5
0
1
Rupture cannon [heavy]
Rupture cannon [heavy]
48"
2
3+
18
-4
2D6
Stinger salvoes
Stinger salvoes
24"
8
3+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Powerful limbs
Powerful limbs
Melee
4
3+
8
0
2
WARGEAR OPTIONS
  • This model’s fleshborer hive can be replaced with one of the following:
    • 1 acid spray
    • 1 rupture cannon

ABILITIES
CORE: Deadly Demise D6
FACTION: Synapse
Resilient Organism: Once per battle, when an attack is allocated to this model, you can change the Damage characteristic of that attack to 0.
UNIT COMPOSITION
  • 1 Tyrannofex
This model is equipped with: fleshborer hive; stinger salvoes; powerful limbs.
1 model
190
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, TYRANNOFEX
FACTION KEYWORDS:


Tyrant Guard
(⌀50mm)
M
6"
T
8
Sv
3+
W
4
Ld
8+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Bone cleaver, lash whip and rending claws
Bone cleaver, lash whip and rending claws
Melee
3
3+
5
-1
2
Crushing claws and rending claws [twin-linked]
Crushing claws and rending claws [twin-linked]
Melee
2
4+
8
-2
2
Scything talons and rending claws
Scything talons and rending claws
Melee
5
3+
5
-1
1
WARGEAR OPTIONS
  • Any number of models can each have their scything talons and rending claws replaced with one of the following:
    • 1 bone cleaver, lash whip and rending claws
    • 1 crushing claws and rending claws

ABILITIES
FACTION: Synapse
Guardian Organism: While a CHARACTER model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability.
UNIT COMPOSITION
  • 3-6 Tyrant Guard
Every model is equipped with: scything talons and rending claws.
3 models
85
6 models
170
KEYWORDS: INFANTRY, GREAT DEVOURER, TYRANT GUARD
FACTION KEYWORDS:


Venomthropes
(⌀40mm)
M
6"
T
5
Sv
4+
W
3
Ld
8+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Toxic lashes [anti-infantry 2+]
Toxic lashes [anti-infantry 2+]
Melee
5
3+
3
0
1
ABILITIES
CORE: Stealth
FACTION: Synapse
Foul Spores (Aura): While a friendly unit is within 6" of this unit, each time a ranged attack targets that unit, models in that unit have the Benefit of Cover against that attack. In addition, while a friendly unit (excluding MONSTERS) is within 6" of this unit, models in that unit have the Stealth ability.
UNIT COMPOSITION
  • 3-6 Venomthropes
Every model is equipped with: toxic lashes.
3 models
70
6 models
140
KEYWORDS: INFANTRY, FLY, GREAT DEVOURER, VENOMTHROPES
FACTION KEYWORDS:


Von Ryan’s Leapers
(⌀40mm)
M
10"
T
5
Sv
4+
W
3
Ld
8+
OC
1
INVULNERABLE SAVE
6+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Leaper’s talons
Leaper’s talons
Melee
6
3+
5
-1
1
ABILITIES
CORE: Fights First, Infiltrators, Stealth
FACTION: Synapse
Pouncing Leap: You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
UNIT COMPOSITION
  • 3-6 Von Ryan’s Leapers
Every model is equipped with: Leaper’s talons.
3 models
75
6 models
150
KEYWORDS: INFANTRY, GREAT DEVOURER, VANGUARD INVADER, VON RYAN’S LEAPERS
FACTION KEYWORDS:


Zoanthropes
(⌀40mm)
M
5"
T
5
Sv
5+
W
3
Ld
7+
OC
1
INVULNERABLE SAVE
4+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Warp Blast – witchfire [blast, psychic]
Warp Blast – witchfire [blast, psychic]
24"
D3
3+
7
-2
D3
Warp Blast – focused witchfire [lethal hits, psychic]
Warp Blast – focused witchfire [lethal hits, psychic]
24"
1
3+
12
-3
D6+1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous claws and teeth
Chitinous claws and teeth
Melee
2
5+
3
0
1
ABILITIES
FACTION: Shadow in the Warp, Synapse
Spirit Leech (Aura, Psychic): While an enemy unit is within 6" of this unit, if this unit contains a Neurothrope, each time that enemy unit fails a Battle-shock test, it suffers D3 mortal wounds and one model in this unit regains up to D3 lost wounds.
Warp Field (Aura, Psychic): While a friendly unit is within 6" of this unit, models in that unit have a 6+ invulnerable save.
UNIT COMPOSITION
  • 1 Neurothrope
  • 2-5 Zoanthropes
Every model is equipped with: Warp Blast; chitinous claws and teeth.
3 models
100
6 models
200
KEYWORDS: INFANTRY, PSYKER, FLY, GREAT DEVOURER, SYNAPSE, ZOANTHROPES
FACTION KEYWORDS:


Barbed Hierodule
(⌀127mm)
M
8"
T
12
Sv
2+
W
18
Ld
8+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-cannon [blast]
Bio-cannon [blast]
48"
D6+3
3+
9
-2
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hierodule scything talons
Hierodule scything talons
Melee
8
3+
14
-2
D3+3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Synapse
Overgrown Barbs: In your Shooting phase, after this model has shot, select one enemy unit (excluding TITANIC units) that was hit by one or more of those attacks. Until the start of your next turn, while this model is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the Hit roll.
UNIT COMPOSITION
  • 1 Barbed Hierodule
This model is equipped with: 2 bio-cannons; Hierodule scything talons.
1 model
340
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, BARBED HIERODULE
FACTION KEYWORDS:


Harridan
(⌀120 x 92mm flying base)
M
20+"
T
10
Sv
3+
W
30
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Dire bio-cannon [blast]
Dire bio-cannon [blast]
48"
D6+6
3+
10
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Gargantuan scything talons
Gargantuan scything talons
Melee
6
3+
14
-2
D6
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 2D6, Hover
FACTION: Synapse
Frenzied Metabolism: Each time this model is selected to shoot, you can use this ability. If you do, until the end of the phase, each time this model makes an attack, add 1 to the Wound roll. After resolving those attacks, roll one D6: on a 2+, this model suffers D3 mortal wounds.
UNIT COMPOSITION
  • 1 Harridan
This model is equipped with: 2 dire bio-cannons; gargantuan scything talons.
1 model
610
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 20 Gargoyles models and 1 Winged Tyranid Prime model.
KEYWORDS: MONSTER, TITANIC, FLY, AIRCRAFT, TRANSPORT, GREAT DEVOURER, HARRIDAN
FACTION KEYWORDS:


Hierophant
(⌀Use model)
M
12"
T
14
Sv
2+
W
30
Ld
8+
OC
12
INVULNERABLE SAVE
5+
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-plasma torrent [assault, torrent]
Bio-plasma torrent [assault, torrent]
12"
3D6
N/A
7
-2
1
Dire bio-cannon [blast]
Dire bio-cannon [blast]
48"
D6+6
3+
10
-3
3
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Lashwhip pods [extra attacks]
Lashwhip pods [extra attacks]
Melee
10
3+
5
-1
1
Titanic scything talons
Titanic scything talons
Melee
8
3+
20
-2
D6+1
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise 2D6
FACTION: Synapse
Apex-beast: Each time this model makes an attack that targets a unit that is Battle-shocked, add 1 to the Hit roll.
Stalking Forward: Each time this model makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.
UNIT COMPOSITION
  • 1 Hierophant
This model is equipped with: bio-plasma torrent; 2 dire bio-cannons; lashwhip pods; titanic scything talons.
1 model
810
DAMAGED: 1-10 WOUNDS REMAINING
While this model has 1-10 wounds remaining, subtract 6 from this model’s Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
TRANSPORT
This model has a transport capacity of 20 INFANTRY models. Each model with a Wounds characteristic of more than 1 takes up the space of 3 models. This model cannot transport models that can Fly.
KEYWORDS: MONSTER, TITANIC, TOWERING, TRANSPORT, GREAT DEVOURER, HIEROPHANT
FACTION KEYWORDS:


Scythed Hierodule
(⌀127mm)
M
12"
T
12
Sv
2+
W
18
Ld
8+
OC
5
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Bio-acid spray [torrent]
Bio-acid spray [torrent]
18"
3D6
N/A
6
-2
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Hierodule scything talons
Hierodule scything talons
Melee
10
3+
14
-2
D3+3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Synapse
Irresistible Force: This model is eligible to declare a charge in a turn in which it Fell Back.
UNIT COMPOSITION
  • 1 Scythed Hierodule
This model is equipped with: bio-acid spray; Hierodule scything talons.
1 model
330
DAMAGED: 1-6 WOUNDS REMAINING
While this model has 1-6 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, SCYTHED HIERODULE
FACTION KEYWORDS:


Dimachaeron
(⌀120 x 92mm)
M
12"
T
10
Sv
3+
W
16
Ld
7+
OC
5
INVULNERABLE SAVE
5+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Massive scything sickle-talons [twin-linked]
Massive scything sickle-talons [twin-linked]
Melee
10
3+
9
-2
3
WARGEAR OPTIONS
  • None

ABILITIES
CORE: Deadly Demise D6
FACTION: Synapse
Digestion Spine: Each time this model fights, after it has resolved its attacks, if one or more enemy models (excluding VEHICLE models) were destroyed as the result of those attacks, this model regains up to D3 wounds.
UNIT COMPOSITION
  • 1 Dimachaeron
This model is equipped with: massive scything sickle-talons.
1 model
240
DAMAGED: 1-5 WOUNDS REMAINING
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
KEYWORDS: MONSTER, GREAT DEVOURER, DIMACHAERON
FACTION KEYWORDS:


Sky-slasher Swarms
(⌀40mm)
M
12"
T
2
Sv
6+
W
4
Ld
8+
OC
0
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Spinemaws [pistol]
Spinemaws [pistol]
6"
4
5+
3
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Claws and teeth [sustained hits 1]
Claws and teeth [sustained hits 1]
Melee
6
5+
2
0
1
WARGEAR OPTIONS
  • Any number of models can each be equipped with 1 spinemaws.

ABILITIES
CORE: Deep Strike
FACTION: Synapse
Chitinous Horrors: While an enemy unit is within Engagement Range of one or more units with this ability, halve the Objective Control characteristic of models in that enemy unit.
UNIT COMPOSITION
  • 3 Sky-slasher Swarms
Every model is equipped with: claws and teeth.
3 models
60
KEYWORDS: SWARM, GREAT DEVOURER, FLY, SKY-SLASHER SWARMS
FACTION KEYWORDS:
LEADER

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.

During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it.

While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a CHARACTER model in that unit, even if that CHARACTER model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to CHARACTER models in that unit.

  • Before the battle, CHARACTER units with the Leader ability can be attached to one of their Bodyguard units to form an Attached unit.
  • Attached units can only contain one Leader.
  • Attacks cannot be allocated to CHARACTER models in Attached units.
SCOUTS

Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.

Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the first turn begins, it can make a Normal move of up to x" as if it were your Movement phase – as can any DEDICATED TRANSPORT model such a unit starts the battle embarked within (provided only models with this ability are embarked within that DEDICATED TRANSPORT model). A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that can do this, the player who is taking the first turn moves their units first.

Example: A unit has the Scouts 6" ability. At the start of the first battle round, the controlling player can make a Normal move with that unit of up to 6".

  • Scouts x": Unit can make a Normal move of up to x" before the first turn begins.
  • If embarked in a DEDICATED TRANSPORT, that DEDICATED TRANSPORT can make this move instead.
  • Must end this move more than 9" horizontally away from all enemy models.
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 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. Each time a unit from your army takes a Battle-shock test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.
Devastating Wounds

Some weapons can inflict strikes of such power that they make a mockery of armour

Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved.

  • Saving throws cannot be made against Critical Wounds scored by this weapon (including invulnerable saving throws).
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 – and their units – are within Engagement Range of each other.

Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models. If for any reason a model cannot meet this condition, that model is destroyed.

  • Engagement Range: Within 1" horizontally and 5" vertically.
  • Models cannot be set up or end a Normal, Advance or Fall Back move within Engagement Range of any enemy models.
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 greater than or equal to the attack’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 Hit roll is successful and scores one hit against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Hit roll of 6 is called a Critical Hit and is always successful. An unmodified Hit roll of 1 always fails. A Hit roll can never be modified by more than -1 or +1.

  • Hit Roll (Ranged Attack): A hit is scored if the D6 result equals or exceeds that attack’s BS.
  • Hit Roll (Melee Attack): A hit is scored if the D6 result equals or exceeds that attack’s WS.
  • Critical Hit: Unmodified Hit roll of 6. Always successful.
  • An unmodified Hit roll of 1 always fails.
  • A Hit roll can never be modified by more than -1 or +1.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Twin-linked

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.

The PSYKER keyword is used in the following Tyranids datasheets:

The VANGUARD INVADER keyword is used in the following Tyranids datasheets:

Battleline
Dedicated Transports
Lethal Hits

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.

The HARVESTER keyword is used in the following Tyranids datasheets:

SECURE BIOMASS
1CP
Assimilation Swarm – Strategic Ploy Stratagem
When rich sources of biomass are identified the warrior organisms of this swarm will stop at nothing to destroy resistance and claim them.
WHEN: Fight phase.

TARGET: One unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a HARVESTER unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
Destroyed
Throughout a battle, models will suffer damage and be destroyed. When a model is destroyed, it is removed from the battlefield. When every model in a unit has been destroyed, that unit is destroyed.

The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:

Feed the Swarm
Assimilation Swarm Detachment

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 that is within range of an objective marker you control 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:
  • One model in that unit regains up to D3 lost wounds.
  • One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.
RAPACIOUS HUNGER
1CP
Assimilation Swarm – Battle Tactic Stratagem
The hunger of the Tyranids can never be satiated.
WHEN: Your Fight phase.

TARGET: One unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a HARVESTER unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
Advance Moves
When a unit Advances, make an Advance roll for that unit by rolling one D6. Add the result in inches to the Move characteristic of each model in that unit until the end of the phase. Each model in that unit can then make an Advance move by moving a distance in inches less than or equal to 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 Advanced.

  • Advance Move: Models move up to M+D6".
  • Cannot move within Engagement Range of any enemy models.
  • Units that Advance cannot shoot or charge this turn.
Charging with a Unit
Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:
  • Within Engagement Range of every unit that you selected as a target of the charge.
  • Without moving within Engagement Range of any enemy units that were not a target of the charge.
  • In Unit Coherency.
If any of these conditions cannot be met, the charge fails and no models in the charging unit move this phase. Otherwise, the charge is successful and the models in the charging unit make a Charge move – move each model a distance in inches up to the result of the Charge roll. When doing so, each model in the charging unit must end its Charge move closer to one of the units selected as a target of its charge. If you can also move a charging model so that it ends its Charge move in base-to-base contact with one or more enemy models while still enabling the charging unit to end its move satisfying all of the conditions above, you must do so. The controlling player chooses the order in which to move their models.

  • Charge Roll: 2D6".
  • Targets of a charge must be within 12" but do not need to be visible.
  • If the distance rolled is insufficient to move within Engagement Range of all targets while maintaining Unit Coherency, the charge fails.
  • Cannot move within Engagement Range of any unit that was not a target of the charge.
  • If the charge is successful, each model makes a Charge move less than or equal to the Charge roll, and must move into base-to-base contact with an enemy model if possible.
Fall Back Moves
When a unit Falls Back, each model in that unit can make a Fall Back move by moving a distance in inches less than or equal to its Move characteristic, and when doing so you can move it within Engagement Range of enemy models, provided it does not end that move within Engagement Range of any enemy models – if this is not possible, that unit cannot Fall Back.

A unit cannot shoot or declare a charge in the same turn that it Fell Back.

Desperate Escape Tests
Unlike when making other types of move, models can move over enemy models when making a Fall Back move as if those enemy models were not there, but you must take a Desperate Escape test for each model that will do so (excluding models that are TITANIC or can FLY) before any models in that unit are moved. In addition, if a unit is Battle-shocked when it is selected to Fall Back, you must take a Desperate Escape test for every model in that unit before any are moved.

Each time you take a Desperate Escape test for a model, roll one D6. For each roll of 1-2, one model from the unit that is Falling Back is destroyed (selected by you). The same model can only ever trigger one Desperate Escape test per phase.

  • Fall Back Move: Models move up to M".
  • Units that Fall Back cannot shoot or declare a charge in the same turn.
  • Models can move over enemy models when Falling Back, but you must take Desperate Escape tests for them before they do so (excluding models that are TITANIC or can FLY).
  • If a Battle-shocked unit is selected to Fall Back, take a Desperate Escape test for every model in that unit.
  • Desperate Escape Test: Roll one D6. On a 1-2, one model from that unit is destroyed.
Hazardous

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, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a CHARACTER, MONSTER or VEHICLE, in which case it suffers 3 mortal wounds instead. Note that if you selected a CHARACTER model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Example: A unit of five models make five attacks with ranged weapons with the [HAZARDOUS] ability. After the unit has finished shooting, its controlling player rolls five D6. One of the results is a 1, and as no models in the unit are CHARACTERS, MONSTERS or VEHICLES, one of those models is destroyed.

  • After a unit shoots or fights, roll one Hazardous test (one D6) for each Hazardous weapon used. For each 1, one model equipped with a Hazardous weapon is destroyed (CHARACTERS, MONSTERS and VEHICLES suffer 3 mortal wounds instead).
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 unit. The result required is determined by comparing the attack’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown below.

WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 RESULT REQUIRED
Strength is TWICE (or more than twice) the Toughness.
+
Strength is GREATER than the Toughness.
+
Strength is EQUAL to the Toughness.
+
Strength is LESS than the Toughness.
+
Strength is HALF (or less than half) the Toughness.
+

If the result of the Wound roll is greater than or equal to the required number shown in the table above, then that Wound roll is successful and scores one wound against the target unit. Otherwise, the attack fails and the attack sequence ends.

An unmodified Wound roll of 6 is called a Critical Wound and is always successful. An unmodified Wound roll of 1 always fails. A Wound roll can never be modified by more than -1 or +1.

  • Critical Wound: Unmodified Wound roll of 6. Always successful.
  • An unmodified Wound roll of 1 always fails.
  • A Wound roll can never be modified by more than -1 or +1.
Saving Throw
The player controlling the target unit then makes one saving throw. By default, this will be an armour saving throw using their model’s Save (Sv) characteristic, but some models have invulnerable saves that can be used instead (see below). To make an armour saving throw, roll one D6, then modify the result by the Armour Penetration (AP) characteristic of the attack. For example, if the attack has an AP of -1, then 1 is subtracted from the saving throw.

If the result is greater than or equal to the Save characteristic of the model the attack was allocated to, then that saving throw is successful and the attack sequence ends. Otherwise, that saving throw fails and that model suffers damage.

An unmodified saving throw of 1 always fails. A saving throw can never be improved by more than +1.

  • Saving Throw: Roll one D6 and modify by the attack’s AP. If the result is less than the Save of the model being rolled for, the saving throw is failed and that model suffers damage. Otherwise, that attack is saved.
  • An unmodified saving throw of 1 always fails.
  • A saving throw can never be improved by more than +1.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (e.g. 2D6, 3D6, etc.) then, unless otherwise stated, you must re-roll all of those dice again.

You can never re-roll a dice more than once, and re-rolls happen before modifiers (if any) are applied. Rules that refer to the value of an ‘unmodified’ dice roll are referring to the dice result after any re-rolls, but before any modifiers are applied.

  • Unmodified Dice: the result after re-rolls, but before any modifiers.
  • A dice can never be re-rolled more than once.
  • You must re-roll all dice if several need adding together (e.g. 2D6).
  • Re-rolls are applied before any modifiers.
COMMAND RE-ROLL
1CP
Core – Battle Tactic Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit.

TARGET: That unit from your army.

EFFECT: You re-roll that roll, test or saving throw.
2. Battle-shock
In this step, you must take a Battle-shock test for each of your units on the battlefield that is Below Half-strength. To do so, roll 2D6: if the result is greater than or equal to the best Leadership characteristic in that unit, the test is passed; otherwise, the test is failed and, until the start of your next Command phase, that unit is Battle-shocked.

While a unit is Battle-shocked:

Once you have taken Battle-shock tests for all of your units that require them, your Command phase ends and you progress to your Movement phase.

  • Take a Battle-shock test for each unit from your army on the battlefield that is Below Half-strength.
  • Roll 2D6: if the result is greater than or equal to the unit’s Leadership, the test is passed. Otherwise, the unit is Battle-shocked until the start of your next Command phase.
  • Battle-shocked units have an OC of 0 and their controlling player cannot use Stratagems to affect them.
  • Battle-shocked units must take Desperate Escape tests if they Fall Back.
INSANE BRAVERY
1CP
Core – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: A unit from your army that must take a Battle-shock test.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
DEEP STRIKE

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.

  • Unit can be set up in Reserves instead of on the battlefield.
  • Unit can be set up in your Reinforcements step, more than 9" horizontally away from all enemy models.
RAPID INGRESS
1CP
Core – Strategic Ploy Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
Invulnerable Saves

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.

Unlike armour saving throws (which use a model’s Save characteristic), invulnerable saving throws are never modified by an attack’s Armour Penetration characteristic, but otherwise follow the normal rules for saving throws.

  • Invulnerable Save: Never modified by an attack’s AP.
  • The controlling player can choose to use either a model’s invulnerable save or its Save characteristic.
Benefit of Cover

Shattered 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.

Each time a ranged attack is allocated to a model that has the Benefit of Cover, add 1 to the saving throw made for that attack (excluding invulnerable saving throws). Models with a Save characteristic of 3+ or better cannot have the Benefit of Cover against attacks with an Armour Penetration characteristic of 0. Multiple instances of the Benefit of Cover are not cumulative – a model cannot benefit from this rule more than once at any one time.

  • Benefit of Cover: Add 1 to armour saving throws against ranged attacks.
  • Does not apply to models with a Save of 3+ or better against attacks with an AP of 0.
  • Multiple instances are not cumulative.
GO TO GROUND
1CP
Core – Battle Tactic Stratagem
Seeking salvation from incoming fire, warriors hurl themselves into whatever cover they can find.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
Charge Bonus

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.
HEROIC INTERVENTION
2CP
Core – Strategic Ploy Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
COUNTER-OFFENSIVE
2CP
Core – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
Attached Units
Some CHARACTER units have the Leader ability, which lets them merge with other units (known as Bodyguard units) to form an Attached unit.

The Starting Strength of an Attached unit is equal to the combined Starting Strengths of all of its units (i.e. the number of models in the Leader unit added to the number of models in the Bodyguard unit). If either the Leader unit or the Bodyguard unit in an Attached unit is destroyed, the Starting Strength of the remaining unit is changed to be equal to its original Starting Strength.

Example: A Primaris Captain (Starting Strength 1) is attached to a unit of Intercessors (Starting Strength 5). This Attached unit has a Starting Strength of 6. If all the Intercessors are destroyed, the remaining Primaris Captain would revert to having a Starting Strength of 1.

For the purposes of rules that are triggered when a unit is destroyed, such rules are still triggered when one of the individual units that made up an Attached unit is destroyed (the Leader or the Bodyguard unit).

Example: If a rule awards you with 1VP each time an enemy unit is destroyed, and you target an Attached unit, you would gain 1VP if the Bodyguard unit is destroyed and 1VP if the Leader unit is destroyed (for a total of 2VP).
Precision

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.

  • When targeting an Attached unit, the attacking model’s player can have the attack allocated to a CHARACTER model in that unit visible to the bearer.
EPIC CHALLENGE
1CP
Core – Epic Deed Stratagem
The legends of the 41st Millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
Sustained Hits

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’.

Example: A model makes an attack with a melee weapon with the [SUSTAINED HITS 2] ability. If the Hit roll is an unmodified 6 (a Critical Hit), then that attack scores a total of 3 hits on the target (1 from the successful Hit roll of 6, and 2 from the [SUSTAINED HITS 2] ability).

  • [SUSTAINED HITS X]: Each Critical Hit scores ‘x’ additional hits on the target.
Hyper-adaptations
Invasion Fleet Detachment

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 model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability.

Hyper-aggression

Each time a model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Hive Predators

Each time a model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability.

PREDATORY IMPERATIVE
1CP
Invasion Fleet – Strategic Ploy Stratagem
Guided by the instincts of leader-beasts, the swarm can be tasked with focusing its hunting instincts.
WHEN: Your Command phase.

TARGET: Up to two units from your army that are within Synapse Range of your army, or one other unit from your army.

EFFECT: Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
Mortal Wounds

Some attacks are so powerful that no armour or force field can withstand their fury.

Some attacks inflict mortal wounds. Each mortal wound inflicts one 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 saving throws) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit as described below.

Unlike damage inflicted by normal attacks, 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.

If, when a unit is selected to shoot or fight, one or more of its attacks can inflict mortal wounds on the target, resolve any normal damage inflicted by the attacking unit’s attacks on that target before inflicting any mortal wounds on that target. If an attack inflicts mortal wounds in addition to any normal damage, but the normal damage is subsequently saved, the target unit still suffers those mortal wounds, as described above.

  • Each mortal wound inflicted on a unit causes one model in that unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks always apply after any normal damage, even if that damage was saved.
Feel No Pain
FEEL NO PAIN

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.

  • Feel No Pain x+: Each time this model would lose a wound, roll one D6: if the result equals or exceeds ‘x’, that wound is not lost.
RAPID REGENERATION
1CP
Invasion Fleet – Battle Tactic Stratagem
Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
ADRENAL SURGE
2CP
Invasion Fleet – Battle Tactic Stratagem
These warrior organisms destroy all as their adrenaline surges.
WHEN: Fight phase.

TARGET: Up to two units from your army that are within Synapse Range of your army and are eligible to fight, or one other unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
DEATH FRENZY
1CP
Invasion Fleet – Strategic Ploy Stratagem
Tyranids care nothing for self-preservation, lashing out even in death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
Consolidate
After a unit has finished making all of its melee attacks, it Consolidates. Each time a unit Consolidates, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Consolidation move. For a Consolidation to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, then each model in that unit can instead make a Consolidation move towards the closest objective marker, but only if, after doing so, that unit is within range of that objective marker and in Unit Coherency. If these conditions also cannot be met, no models in the unit can make Consolidation moves this phase and that unit’s fight ends.

If a unit can end its Consolidation within Engagement Range of one or more enemy units, then each time one of its models makes a Consolidation move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Consolidation Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit if possible.
  • If the above is not possible, each model can move towards the closest objective marker, but this must result in the unit being within range of it and in Unit Coherency.
  • If the above is also not possible, no models can Consolidate.
Normal Moves
When a unit makes a Normal move, each model in that unit can move a distance in inches less than or equal to its Move (M) characteristic, but no model can be moved within Engagement Range of any enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
OVERRUN
1CP
Invasion Fleet – Strategic Ploy Stratagem
Tyranids in battle form an unstoppable avalanche of flesh and chitin that buries the foe alive.
WHEN: Fight phase, just before a unit from your army Consolidates.

TARGET: That unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
Synaptic Imperatives
Synaptic Nexus Detachment

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.
  • Synaptic Augmentation: While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save.
  • Surging Vitality: While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit.
  • Goaded to Slaughter: While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll.
IMPERATIVE DOMINANCE
1CP
Synaptic Nexus – Strategic Ploy Stratagem
At need, the focused will of the Tyranid leader-beasts can goad warrior organisms to exhibit strategically beneficial behaviours at the instant they are needed most.
WHEN: Your Command phase.

TARGET: One unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
OVERRIDE INSTINCTS
1CP
Synaptic Nexus – Strategic Ploy Stratagem
The seemingly omniscient Hive Mind processes the sensory input of its swarms at an impossible rate, and compels its broods to react accordingly.
WHEN: Your Movement phase.

TARGET: One unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
SEEDED BROODS
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Warrior organisms erupt from concealment straight into advanced positions.
WHEN: Your Movement phase.

TARGET: One unit from your army that is in Reserves, or up to two VANGUARD INVADER units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
HYPERSENSORY SCILLIA
2CP
Vanguard Onslaught – Strategic Ploy Stratagem
Hissing clusters of scillia warn of the slightest prey movements, allowing the Tyranids to react.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two VANGUARD INVADER units from your army that are within 9" of that enemy unit, or one other INFANTRY unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
SURPRISE ASSAULT
1CP
Vanguard Onslaught – Battle Tactic Stratagem
Vanguard organisms strike from unexpected quarters with calculated and emotionless alien savagery that is appalling to behold.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One VANGUARD INVADER unit from your army that has not been selected to shoot or fight this phase, and one enemy unit.

EFFECT: That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
LONE OPERATIVE

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".
UNSEEN LURKERS
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Hyper-attuned senses warn vanguard organisms when they are being targeted by the prey.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One VANGUARD INVADER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 12" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.

The VANGUARD INVADER and INFANTRY keywords are used in the following Tyranids datasheets:

Battleline
ASSASSIN BEASTS
1CP
Vanguard Onslaught – Battle Tactic Stratagem
These bioforms have been adapted to strike with pinpoint precision at the pre-assessed weak points of selected prey that require elimination.
WHEN: Fight phase.

TARGET: One VANGUARD INVADER INFANTRY unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
INVISIBLE HUNTER
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Hunter-slayer organisms can melt away before the eyes of their foes, only to strike from a new direction.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two VANGUARD INVADER units from your army, or one INFANTRY unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
Questing Tendrils
Vanguard Onslaught Detachment

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.
  • Perfectly Adapted
    15 pts
Invasion Fleet Detachment

This creature was created for one purpose: to completely eradicate the defenders of the target prey world.

model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.

  • Synaptic Linchpin
    20 pts
Invasion Fleet Detachment

With 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.

model only. While a friendly unit is within 9" of the bearer, that unit is within Synapse Range of your army.

  • Adaptive Biology
    25 pts
Invasion Fleet Detachment

The 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.

model only. The bearer has the 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.

  • Alien Cunning
    30 pts
Invasion Fleet Detachment

This 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.

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 in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.

Pile In
When a unit Piles In, you can move each model in that unit that is not already in base-to-base contact with an enemy model up to 3" – this is a Pile-in move. For a Pile In to be possible, a unit must be able to end these moves within Engagement Range of one or more enemy units and in Unit Coherency. If these conditions cannot be met, no models in the unit can make Pile-in moves this phase and you progress to making melee attacks with that unit. Otherwise, the unit can make Pile-in moves.

Each time a model makes a Pile-in move, it must end that move closer to the closest enemy model. If it can also end that move in base-to-base contact with one or more enemy models while still satisfying all of the conditions above, it must do so. The controlling player chooses the order in which to move their models.

  • Pile-in Move: Up to 3".
  • Every model that moves must end closer to the closest enemy model, and in base-to-base contact with an enemy model if possible. The unit must end in Unit Coherency and within Engagement Range of at least one enemy unit (or no models can Pile In).
  • Adrenalised Onslaught
    15 pts
Unending Swarm Detachment

Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.

model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".

  • Relentless Hunger
    20 pts
Unending Swarm Detachment

An overriding need to sink their fangs into the flesh of their prey drives these creatures toward the foe.

model only. Add 2" to the Move characteristic of models in the bearer’s unit.

  • Piercing Talons
    25 pts
Unending Swarm Detachment

A 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.

model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.

  • Naturalised Camouflage
    30 pts
Unending Swarm Detachment

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.

model only. At the start of the first 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.

  • Biophagic Flow (Aura)
    10 pts
Assimilation Swarm Detachment

Parasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.

model only. While a friendly 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".

FIGHTS FIRST

Some 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.
  • Instinctive Defence
    15 pts
Assimilation Swarm Detachment

The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.

model only. While the bearer is within 6" of one or more friendly 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.

  • Regenerating Monstrosity
    20 pts
Assimilation Swarm Detachment

This nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that were once foes.

model only (excluding MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.

  • Parasitic Biomorphology
    25 pts
Assimilation Swarm Detachment

These warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.

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 the 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.

  • Stalker
    10 pts
Vanguard Onslaught Detachment

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.

STEALTH

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.
  • Chameleonic
    15 pts
Vanguard Onslaught Detachment

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.

  • Hunting Grounds
    20 pts
Vanguard Onslaught Detachment

This 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.

model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.

  • Neuronode
    30 pts
Vanguard Onslaught Detachment

While 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.

model only. After both players have deployed their armies and determined who has the first turn, you can select up to three 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.

Psychic Weapons and Abilities
Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word ‘Psychic’. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.
  • Power of the Hive Mind
    10 pts
Synaptic Nexus Detachment

The Hive Mind channels lethal energy through its synaptic bioforms.

PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.

INFILTRATORS

Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.

During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
Starting Strength
The number of models a unit contains when it is added to your army is known as its Starting Strength.
6. Select Warlord
Select one CHARACTER model from your army to be your Warlord – this will be the leader of your army – and make a note of this on your Army Roster. Your Warlord gains the WARLORD keyword.

The EPIC HERO keyword is used in the following Tyranids datasheets:

Disembark
If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

When a unit disembarks from a TRANSPORT model, set it up on the battlefield so that it is wholly within 3" of that TRANSPORT model and not within Engagement Range of any enemy models. If, for any reason, a disembarking model cannot be set up, that model’s unit cannot disembark.

Units that disembark from a TRANSPORT model that either Remained Stationary this phase or has not yet made a Normal, Advance or Fall Back move this phase can then act normally (make a Normal move, Advance, shoot, declare a charge, fight, etc.) in the remainder of the turn. Such a disembarking unit cannot choose to Remain Stationary.

Units that disembark from a TRANSPORT model that made a Normal move this phase count as having made a Normal move themselves; they cannot move further during this phase. Such a unit also cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.

Units cannot disembark from a TRANSPORT model that either Advanced or Fell Back this turn.

  • Units that start your Movement phase embarked within a TRANSPORT can disembark this phase, provided their TRANSPORT has not Advanced or Fallen Back.
  • If a unit disembarks before its TRANSPORT moves, it can act normally.
  • If a unit disembarks after its TRANSPORT moves, it cannot move or charge this turn, but can otherwise act normally.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models (or the unit cannot disembark).
  • Units that disembark this turn cannot Remain Stationary.
DEADLY DEMISE

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").

Example: A TRANSPORT model with the Deadly Demise D3 ability is destroyed. Before any models disembark and before removing it from play, its controlling player rolls one D6, getting a 6. There are three units within 6" of that destroyed model, so its controlling player rolls one D3 for each of them, inflicting mortal wounds accordingly.

  • Deadly Demise x: When this model is destroyed, roll one D6. On a 6, each unit within 6" suffers ‘x’ mortal wounds.
Shadow in the Warp

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.
Assault

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.

  • Can be shot even if the bearer’s unit Advanced.
Blast

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).

Example: If a weapon with the [BLAST] ability and an Attacks characteristic of 2D6 targets a unit that contains 11 models, and the roll to determine how many attacks are made is a 9, a total of 11 attacks would be made against that unit.

  • Add 1 to the Attacks characteristic for every five models in the target unit (rounding down).
  • Can never be used against a target that is within Engagement Range of any units from the attacking model’s army (including its own).
Extra Attacks

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 such a weapon fights, it can make attacks with that weapon in addition to the one it chooses to fight with. The number of attacks made with an Extra Attacks weapon cannot be modified by other rules.

  • The bearer can attack with this weapon in addition to any other weapons it can make attacks with.

The HIVE TYRANT keyword is used in the following Tyranids datasheets:

Unit Visible
If one or more models in a unit is visible to the observing model, then that model’s unit is visible to the observing model.

FIRE OVERWATCH
1CP
Core – Strategic Ploy Stratagem
A hail of wildfire can drive back advancing foes.
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance, Fall Back or Charge move.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
UNTRAMMELLED FEROCITY
1CP
Crusher Stampede – Strategic Ploy Stratagem
Encircling and entrapping such physically powerful and fearless beasts is nigh on impossible.
WHEN: Your Movement phase.

TARGET: One MONSTER unit from your army that has not been selected to move this phase.

EFFECT: Until the end of the phase, models in your unit can move through enemy models as if they were friendly models, and until the end of the phase any Desperate Escape tests those models must take are automatically passed.
Flying
If a model can FLY, then when it makes a Normal, Advance or Fall Back move, it can be moved over enemy models as if they were not there, and can be moved within Engagement Range of enemy models when making such a move. Note this also means that MONSTER and VEHICLE models that can FLY can be moved over other MONSTER and VEHICLE models when making such a move. However, models that can FLY cannot end their move on top of any other models or within Engagement Range of any enemy models.

When a model that can FLY starts or ends a move on a terrain feature, instead of measuring the path it has moved across the battlefield, you instead measure its path ‘through the air’, as shown in the diagram below.

  • FLY models can move over enemy models when they make a Normal, Advance or Fall Back move.
  • FLY models that start or end a move on a terrain feature measure distance moved through the air when they make a Normal, Advance or Fall Back move.
CORROSIVE VISCERA
1CP
Crusher Stampede – Strategic Ploy Stratagem
Highly acidic fluids spray from the creature’s wounds, lethal to those nearby.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after a MONSTER model from your army with the Deadly Demise ability that cannot FLY is destroyed.

TARGET: That MONSTER model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
Ignores Cover

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.
SWARM-GUIDED SALVOES
1CP
Crusher Stampede – Battle Tactic Stratagem
One cannot hide from a gestalt entity with a million eyes, even in the densest cover.
WHEN: Your Shooting phase.

TARGET: One MONSTER unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
MASSIVE IMPACT
1CP
Crusher Stampede – Epic Deed Stratagem
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.
WHEN: Your Charge phase, just after a MONSTER model from your army ends a Charge move.

TARGET: That MONSTER model.

EFFECT: Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
RAMPAGING MONSTROSITIES
1CP
Crusher Stampede – Battle Tactic Stratagem
Tyranid monsters have reserves of energy that they unleash in waves of devastating fury.
WHEN: Fight phase.

TARGET: One MONSTER unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
SAVAGE ROAR
1CP
Crusher Stampede – Battle Tactic Stratagem
This monster is even more terrifying to behold than other bioforms of its kind.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One MONSTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.
THE SMOTHERING SHADOW
1CP
Synaptic Nexus – Strategic Ploy Stratagem
In the heart of the swarms, the Shadow in the Warp can literally kill with its smothering power.
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One SYNAPSE unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
SYNAPTIC CHANNELLING
1CP
Synaptic Nexus – Battle Tactic Stratagem
Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.
WHEN: Command phase.

TARGET: One SYNAPSE unit from your army.

EFFECT: Until the end of the turn, while a friendly unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
IRRESISTIBLE WILL
1CP
Synaptic Nexus – Battle Tactic Stratagem
Whether paralysing its prey or forcing them to stumble out of cover with its force of will, or else puppeteering nearby warrior organisms, the leader-beast ensures the prey targets are struck down.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One SYNAPSE unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
REINFORCED HIVE NODE
1CP
Synaptic Nexus – Battle Tactic Stratagem
Psionic shielding crackles around these leader-beasts, helping to ensure their survival.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One SYNAPSE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
Enraged Behemoths
Crusher Stampede Detachment

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.
  • Null Nodules
    10 pts
Crusher Stampede Detachment

A 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.

  • Ominous Presence
    15 pts
Crusher Stampede Detachment

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.

  • Enraged Reserves
    20 pts
Crusher Stampede Detachment

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.

  • Monstrous Nemesis
    25 pts
Crusher Stampede Detachment

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.

  • The Dirgeheart of Kharis (Aura)
    15 pts
Synaptic Nexus Detachment

This 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.

  • Synaptic Control
    20 pts
Synaptic Nexus Detachment

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.

  • Psychostatic Disruption
    30 pts
Synaptic Nexus Detachment

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.

Torrent

Torrent weapons shoot clouds of fire, gas or other lethal substances that few foes can hope to evade.

Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.
Anti

Certain weapons are the bane of a particular foe.

Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon will score a Critical Wound against – and so successfully wound – a VEHICLE unit on an unmodified Wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon will score a Critical Wound against – and so successfully wound – a PSYKER unit on an unmodified Wound roll of 2+.

  • [ANTI-KEYWORD X+]: An unmodified Wound roll of ‘x+’ against a target with the matching keyword scores a Critical Wound.
Lance

Lance weapons are deadly on the charge.

Weapons with [LANCE] in their profile are known as Lance weapons. Each time an attack is made with such a weapon, if the bearer made a Charge move this turn, add 1 to that attack’s Wound roll.

The BATTLELINE keyword is used in the following Tyranids datasheets:

The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:

ENDLESS SWARM
1CP
Invasion Fleet – Strategic Ploy Stratagem
As the battle rages, more organisms pour in to bolster the swarms.
WHEN: Your Command phase.

TARGET: Up to two ENDLESS MULTITUDE units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army.

EFFECT: You can return up to D3+3 destroyed models to each of the selected units.
Objective Markers
Objective markers represent objects of tactical or strategic import that both sides are attempting to secure, such as valuable artefacts, vital supplies or communications nodes. If a mission uses objective markers, it will state where they are located on the battlefield. These can be represented using any suitable marker, but we recommend using round markers that are 40mm in diameter.

When setting objective markers up on the battlefield, place them so they are centred on the point specified by the mission. When measuring distances to and from objective markers, measure to and from the closest part of them. Models can move over objective markers as if they were not there, but they cannot end a move on top of an objective marker.

At the start of the battle, each objective marker on the battlefield is said to be contested, and so is not controlled by either player. To control an objective marker, a player will first need to move models within range of it. A model is within range of an objective marker if it is within 3" horizontally and 5" vertically of that objective marker.

Every model has an Objective Control (OC) characteristic listed on its datasheet. To determine a player’s Level of Control over an objective marker, add together the OC characteristics of all the models from that player’s army that are within range of that objective marker. A player will control an objective marker at the end of any phase or turn if their Level of Control over it is greater than their opponent’s. If both players have the same Level of Control over an objective marker, that objective marker is contested.

  • A model is within range of an objective marker if within 3" horizontally and 5" vertically.
  • Level of Control: Add together the OC characteristics of all of a player’s models within range of the objective marker.
  • An objective marker is controlled by the player with the highest Level of Control over it (in a tie, it is contested).
  • Models cannot end a move on top of an objective marker.
SYNAPTIC GOADING
1CP
Unending Swarm – Strategic Ploy Stratagem
For a moment, a minuscule sliver of the Hive Mind’s ineffable will is focussed through these warrior organisms, driving them to pounce upon either valuable prey or else some vital strategic target.
WHEN: Any phase, just before an ENDLESS MULTITUDE unit from your army that is within Synapse Range of your army makes a Surge move.

TARGET: That ENDLESS MULTITUDE unit.

EFFECT: When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit]. All other rules for making Surge moves still apply.
UNENDING WAVES
2CP
Unending Swarm – Strategic Ploy Stratagem
No matter how many warrior organisms are slain, more are already surging forward over their corpses.
WHEN: Any phase.

TARGET: One ENDLESS MULTITUDE unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

RESTRICTIONS: Any destroyed CHARACTER units that were attached to your unit are not returned.
BOUNDING ADVANCE
1CP
Unending Swarm – Battle Tactic Stratagem
Synaptic impulses from the Hive Mind urge greater speed from the swarm’s warrior organisms.
WHEN: Your Movement phase.

TARGET: One ENDLESS MULTITUDE unit from your army.

EFFECT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
SWARMING MASSES
1CP
Unending Swarm – Battle Tactic Stratagem
The sheer weight of Tyranid numbers begins to tell as they bury their victims in lashing, biting horror.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One ENDLESS MULTITUDE unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
TEEMING MASSES
1CP
Unending Swarm – Battle Tactic Stratagem
Skittering, darting and pouring over one another, the Tyranids make for hard and confusing targets.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One ENDLESS MULTITUDE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
PRESERVATION IMPERATIVE
1CP
Unending Swarm – Strategic Ploy Stratagem
Triggered by incoming projectile fire, a synaptic pulse spurs the danger-senses of lesser warrior organisms and causes them to scatter like a shoal evading predators. Only once the explosions have stopped and the dust cleared do the bioforms bunch up once again.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One ENDLESS MULTITUDE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability.
Insurmountable Odds
Unending Swarm Detachment

When Hormagaunts, Termagants and other such expendable warrior organisms attack en masse they make up for their comparative fragility with sheer numbers. Coupled with the speed and ferocity of their onslaught - which only seems to increase as the prey try to gun the creatures down or drive them back - the gathered broods soon overrun even the most determined defenders.

Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if one or more models from one or more ENDLESS MULTITUDE units from your army were destroyed as a result of those attacks, each such unit can make a Surge move. To do so, roll one D6: that unit can be moved a distance in inches up to the result, but that unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Surge move while it is Battle-shocked.
Heavy

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.

Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

  • Add 1 to Hit rolls if the bearer’s unit Remained Stationary this turn.
Pistol

Pistols can be wielded even at point-blank range.

Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

  • Can be shot even if the bearer’s unit is within Engagement Range of enemy units, but must target one of those enemy units.
  • Cannot be shot alongside any other non-Pistol weapon (except by a MONSTER or VEHICLE).
Embark
If a unit makes a Normal, Advance or Fall Back move, and every model in that unit ends that move within 3" of a friendly TRANSPORT model, they can embark within it. A unit cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within that TRANSPORT model. Unless otherwise stated, units cannot do anything or be affected in any way while they are embarked.

  • A unit can embark within a friendly TRANSPORT if all of its models end a Normal, Advance or Fall Back move within 3" of that TRANSPORT.
  • A unit cannot embark and disembark in the same phase.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines the type and maximum number of friendly models that can embark within them.

Units can start the battle embarked within a TRANSPORT model instead of being set up separately – declare which units are embarked within a TRANSPORT model before you set it up.

FIRING DECK

Some transports have firing hatches, ports or platforms from which embarked passengers can shoot.

Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you can select up to ‘x’ models embarked within it. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with. Until that TRANSPORT model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other weapons.

  • Firing Deck ‘x’: Each time this TRANSPORT shoots, select one weapon from up to ‘x’ models embarked within it; this TRANSPORT counts as being equipped with those weapons as well.

The TRANSPORT keyword is used in the following Tyranids datasheets:

Dedicated Transports
Indirect Fire

Indirect fire weapons launch munitions over or around intervening obstacles – nowhere is safe from their fury.

Weapons with [INDIRECT FIRE] in their profile are known as Indirect Fire weapons, and attacks can be made with them even if the target is not visible to the attacking model. These attacks can destroy enemy models in a target unit even though none may have been visible to the attacking unit when you selected that target.

If no models in a target unit are visible to the attacking unit when you select that target, then each time a model in the attacking unit makes an attack against that target using an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.

Example: An enemy unit is targeted by an attacking model equipped with a weapon with the [INDIRECT FIRE] ability. No models in the target unit are visible to the attacking model, so when resolving the attacks made with that weapon, subtract 1 from that attack’s Hit roll and each time an attack is allocated to a model in the target unit, it has the Benefit of Cover against that attack.

  • Can target and make attacks against units that are not visible to the attacking unit.
  • If no models are visible in a target unit when it is selected, then when making an attack against that target with an Indirect Fire weapon, subtract 1 from that attack’s Hit roll and the target has the Benefit of Cover against that attack.
HOVER

Some aircraft can use vectored thrusters or anti-grav technology to hover over the battlefield, the better to hunt their prey or deploy embarked troops.

Some AIRCRAFT models have ‘Hover’ listed in their abilities. When you are instructed to Declare Battle Formations, before doing anything else, you must first declare which models from your army with this ability will be in Hover mode.

If a model is in Hover mode, then until the end of the battle, its Move characteristic is changed to 20", it loses the AIRCRAFT keyword and it loses all associated rules for being an AIRCRAFT model. Models in Hover mode do not start the battle in Reserves, but you can choose to place them into Strategic Reserves following the normal rules if you wish.

The AIRCRAFT keyword is used in the following Tyranids datasheets:

The HARVESTER keyword is used in the following Tyranids datasheets:

BROODGUARD IMPULSE
1CP
Assimilation Swarm – Epic Deed Stratagem
Should a foe successfully slay one of the swarm’s assimilation organisms, they only mark themselves as a priority for predation and consumption in turn.
WHEN: Any phase.

TARGET: One HARVESTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

EFFECT: Until the end of the battle, each time a friendly model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll.
RECLAIM BIOMASS
1CP
Assimilation Swarm – Strategic Ploy Stratagem
Dead Tyranids are consumed and reconstituted by the swarm just as readily as the lifeless carcasses of their prey.
WHEN: Any phase, when a unit from your army is destroyed, before the last model in it is removed from play.

TARGET: One HARVESTER unit from your army that is within 6" of that destroyed unit.

EFFECT: Regenerate one friendly unit within 6" of your HARVESTER unit (See Feed the Swarm).
TYRANNOFORMED
1CP
Assimilation Swarm – Strategic Ploy Stratagem
Swarms of diminutive Tyranid phage organisms carpet even the most vital strategic assets, steadily breaking them down for assimilation.
WHEN: Command phase.

TARGET: One HARVESTER unit from your army that is within range of an objective marker you control.

EFFECT: That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
ABLATIVE CARAPACE
2CP
Assimilation Swarm – Epic Deed Stratagem
These organisms have employed consumed minerals to exude an additional hardened protective layer over their chitinous armour.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One HARVESTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.
Below Half-strength
Some rules will refer to a unit being Below Half-strength.
  • If a unit has a Starting Strength of 1, then it is said to be Below Half-strength while its remaining number of wounds is less than half of its Wounds characteristic.
  • For any other unit, while the number of models in that unit is less than half of its Starting Strength, that unit is said to be Below Half-strength.

The BEAST keyword is used in the following Tyranids datasheets:

Melta

Melta weapons are powerful heat rays whose fury is magnified at close range.

Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Example: A model targets a unit that is within half range of a weapon with a Damage characteristic of D6 and the [MELTA 2] ability. If that attack inflicts damage on the target, it inflicts D6+2 damage.

  • [MELTA X]: Increase the Damage by ‘x’ when targeting units within half range.

The SWARM keyword is used in the following Tyranids datasheets:

Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase.

The TITANIC keyword is used in the following Tyranids datasheets:

Disable Ads



Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
© Vyacheslav Maltsev 2013-2024