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 |
1 model | 80 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Lictor claws and talons [precision] | |||||||
Lictor claws and talons [precision] | Melee | 6 | 2+ | 7 | -2 | 2 |
1 model | 80 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Heavy venom cannon [blast] | |||||||
Heavy venom cannon [blast] | 36" | D3 | 2+ | 9 | -2 | 3 | |
Stranglethorn cannon [blast] | |||||||
Stranglethorn cannon [blast] | 36" | D6+1 | 2+ | 7 | -1 | 2 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Monstrous bonesword and lash whip [twin-linked] | |||||||
Monstrous bonesword and lash whip [twin-linked] | Melee | 6 | 2+ | 9 | -2 | 3 | |
Monstrous scything talons [extra attacks] | |||||||
Monstrous scything talons [extra attacks] | Melee | 4 | 2+ | 7 | -2 | 2 |
1 model | 235 |
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 |
1 model | 105 |
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 |
1 model | 150 |
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 |
1 model | 80 |
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 |
1 model | 175 |
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 |
1 model | 240 |
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 |
1 model | 200 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Prime talons | |||||||
Prime talons | Melee | 6 | 2+ | 6 | -1 | 2 |
1 model | 65 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Grasping tail | |||||||
Grasping tail | Melee | 4 | 4+ | 5 | 0 | 2 |
1 model | 75 |
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 |
10 models | 85 |
20 models | 170 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Hormagaunt talons | |||||||
Hormagaunt talons | Melee | 3 | 4+ | 3 | -1 | 1 |
10 models | 65 |
20 models | 130 |
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 |
10 models | 60 |
20 models | 120 |
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 |
1 model | 105 |
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 |
5 models | 55 |
10 models | 110 |
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 |
1 model | 50 |
2 models | 100 |
3 models | 150 |
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 |
1 model | 115 |
2 models | 230 |
RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
Bio-plasmic cannon [blast, heavy] | |||||||
Bio-plasmic cannon [blast, heavy] | 36" | D6+3 | 3+ | 9 | -3 | 3 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Powerful limbs | |||||||
Powerful limbs | Melee | 3 | 3+ | 7 | 0 | 2 |
1 model | 135 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Genestealer claws and talons | |||||||
Genestealer claws and talons | Melee | 4 | 2+ | 4 | -2 | 1 |
5 models | 75 |
10 models | 150 |
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 |
1 model | 215 |
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 |
1 model | 125 |
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 |
1 model | 200 |
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 |
3 models | 100 |
6 models | 200 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Lictor claws and talons [precision] | |||||||
Lictor claws and talons [precision] | Melee | 6 | 2+ | 7 | -2 | 2 |
1 model | 60 |
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 |
1 model | 170 |
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 |
1 model | 145 |
1 model | 30 |
2 models | 60 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Chitinous claws and teeth | |||||||
Chitinous claws and teeth | Melee | 1 | 4+ | 3 | 0 | 1 |
11 models | 45 |
22 models | 90 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Piercing claws and talons [precision] | |||||||
Piercing claws and talons [precision] | Melee | 6 | 2+ | 6 | -2 | 1 |
1 model | 90 |
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 |
1 model | 290 |
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 |
1 model | 275 |
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 |
1 model | 95 |
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 |
1 model | 40 |
2 models | 70 |
3 models | 105 |
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 |
3 models | 75 |
6 models | 150 |
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 |
1 model | 25 |
2 models | 40 |
3 models | 50 |
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 |
1 model | 145 |
3 models | 55 |
6 models | 110 |
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 |
1 model | 145 |
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 |
1 model | 150 |
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 |
1 model | 170 |
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 |
3 models | 75 |
6 models | 150 |
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 |
3 models | 65 |
6 models | 130 |
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 | D6+6 | |
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 |
1 model | 190 |
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 |
3 models | 85 |
6 models | 170 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Toxic lashes [anti-infantry 2+] | |||||||
Toxic lashes [anti-infantry 2+] | Melee | 5 | 3+ | 3 | 0 | 1 |
3 models | 70 |
6 models | 140 |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
Leaper’s talons | |||||||
Leaper’s talons | Melee | 6 | 3+ | 5 | -1 | 1 |
3 models | 70 |
6 models | 140 |
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 |
3 models | 100 |
6 models | 200 |
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 |
1 model | 610 |
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 |
1 model | 810 |
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 |
1 model | 340 |
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 |
1 model | 200 |
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 |
1 model | 330 |
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 |
3 models | 60 |
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.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", with the exception that, while making that move, the distance moved by each model in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".The SYNAPSE keyword is used in the following Tyranids datasheets:
Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm to direct the teeming warrior-beasts to function as a single, gestalt organism on the battlefield.
If your Army Faction is , while a unit from your army is within 6" of one or more friendly SYNAPSE models, that unit is said to be within Synapse Range of that model and of your army. While a unit from your army is within Synapse Range of your army:Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.
If your Army Faction is , once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.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 INFANTRY keyword is used in the following Tyranids datasheets:
The CHARACTER keyword is used in the following Tyranids datasheets:
The PSYKER keyword is used in the following Tyranids datasheets:
The GREAT DEVOURER keyword is used in the following Tyranids datasheets:
The SYNAPSE keyword is used in the following Tyranids datasheets:
The VANGUARD INVADER keyword is used in the following Tyranids datasheets:
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:
The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:
Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey worlds slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims.
In your Command phase, each HARVESTER unit from your army 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:
|
Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder every time they are used.
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each failed test one at a time):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).Some units make their way to battle via tunnelling, teleportation, high-altitude descent or other extraordinary means that allow them to appear suddenly in the thick of the fighting.
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.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.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.Many warriors thunder headlong into combat, using the impetus of their charge to bring swift death to their foes.
Each time a unit makes a Charge move, until the end of the turn, that unit has the Fights First ability.Precision attacks can pick high-value targets out in a crowd, whether through the unerring aim of a sniper or the pinpoint accuracy of a blade-master’s strike.
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully wounds an Attached unit (see Leader ability), if a CHARACTER model in that unit is visible to the attacking model, the attacking model’s player can choose to have that attack allocated to that CHARACTER model instead of following the normal attack sequence.Some weapons strike in a flurry of blows, tearing the foe apart with relentless ferocity.
Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’.Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to the prey.
At the start of the first battle round, select one of the following Hyper-adaptations to be active for units from your army until the end of the battle:Swarming Instincts Each time a INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability. model with this Hyper-adaptation makes an attack that targets an |
Hyper-aggression Each time a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. model with this Hyper-adaptation makes an attack that targets a |
Hive Predators Each time a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability. model with this Hyper-adaptation makes an attack that targets a |
Some attacks are so powerful that no armour or force field can withstand their fury.
Some rules inflict mortal wounds on units. Each time mortal wounds are inflicted on a unit, each of those mortal wounds inflicts one point of damage to that unit, and they are always applied one at a time. Each mortal wound is allocated to a model in the same manner as allocating an attack. Excess damage from mortal wounds is not lost if the damage can be allocated to another model. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.Some warriors refuse to be laid low, even by what should be fatal wounds.
Some models have ‘Feel No Pain x+’ listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound (including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by ‘x’, that wound is ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers damage and so would lose a wound.The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser bioforms to hurl themselves at the prey, to fight on through fatal wounds or to attack with redoubled savagery.
At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle.Assassins and other covert agents are difficult to track and pinpoint in the swirling maelstrom of battle.
Unless part of an Attached unit (see Leader), this unit can only be selected as the target of a ranged attack if the attacking model is within 12".The VANGUARD INVADER and INFANTRY keywords are used in the following Tyranids datasheets:
In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.
units with this ability are eligible to charge in a turn in which they Fell Back. VANGUARD INVADER units with this ability are eligible to charge in a turn in which they Advanced.This creature was created for one purpose: to completely eradicate the defenders of the target prey world.
Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
model only. Once per turn, you can re-roll oneWith a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.
Synapse Range of your army.
model only. While a friendly unit is within 9" of the bearer, that unit is withinThe same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.
Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
model only. The bearer has theThis leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.
Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
model only. After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can set those units up inAble to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.
Each time the bearer declares a charge, it can target enemy units that are not visible to it.
Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.
Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge.
Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.
Piles In or Consolidates, models in this unit can move an additional 3".
model only. Each time the bearer’s unitA simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.
Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
model only. Each time a model in the bearer’s unit makes an attack, on aThese warrior organisms possess limited chameleonic properties that conceal their advance. The benefits of such deceptions decrease as they approach their prey, but can be enough to bring them safely into range to strike.
battle round, select up to three friendly ENDLESS MULTITUDE units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack.
model only. At the start of the firstParasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.
HARVESTER model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly unit that is within 9" of it, instead of one within 6".
model only. While a friendlySome warriors attack with blinding speed, landing their blows before their foes can react.
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has this ability.The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.
HARVESTER units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability.
model only. While the bearer is within 6" of one or more friendlyThe MONSTER keyword is used in the following Tyranids datasheets:
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.
MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.
model only (excludingThese warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.
Fight phase while the bearer is within 6" of one or more friendly HARVESTER units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in theThis hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.
VANGUARD INVADER model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
Some warriors are masters of disguise and concealment.
If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.
VANGUARD INVADER model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.
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.
Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
model only. While the bearer is on the battlefield, each time your opponent sets up aWhile no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the influence of which increases its host’s ability to formulate and enforce large-scale predatory strategies.
VANGUARD INVADER units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
model only. After both players have deployed their armies, you can select up to threeThis grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. The longer prey are exposed to the sound, the worse their atavistic terror response becomes...
SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.
The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.
SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biological cognition alike, causing teleport signals to fluctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.
SYNAPSE model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.
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.The EPIC HERO keyword is used in the following Tyranids datasheets:
As these cunning vanguard predators move deeper into the prey vessel, they adapt their hunting patterns at need. They run down those victims worthy of slaughter while leaving lesser enemies to flee into the dark even as the Tyranids move away in search of far worthier prey.
Each time an enemy unit within Engagement Range of one or more units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those units, if there are no other enemy units within Engagement Range of it, it can make a Normal move of up to 3".These hunter organisms are already perfectly tailored to their task. The Hive Mind does not waste biomass in altering them further.
models in this Detachment cannot be given Enhancements.
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").Assault weapons fire so indiscriminately that they can be shot from the hip as warriors dash forward.
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are known as Extra Attacks weapons. Each time the bearer of one or more Extra Attacks weapons fights, it makes attacks with each of the Extra Attacks melee weapons it is equipped with and it makes attacks with one of the melee weapons it is equipped with that does not have the [EXTRA ATTACKS] ability (if any). The number of attacks made with an Extra Attacks weapon cannot be modified by other rules, unless that weapon’s name is explicitly specified in that rule.The MONSTER keyword is used in the following Tyranids datasheets:
The HIVE TYRANT keyword is used in the following Tyranids datasheets:
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.In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. The surviving beasts are driven to fight with greater fury the more of their number that fall.
Each time a MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.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.
The crushing menace of the Hive Mind rolls off this monstrous creature in waves, causing it to loom even larger in the minds of its quailing prey and lending it absolute dominance of the battlefield.
MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.
Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids linked to a ring of vascular-pneumatic sphincters, allowing them one last-ditch strike.
MONSTER model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.
MONSTER model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
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.The FLY keyword is used in the following Tyranids datasheets:
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.To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror of the Shadow in the Warp that wreathes them, is more than some can stand.
When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn.This massed swarm of warrior organisms spills over and around one another as they advance, chitinous killers packing corridors floor to ceiling and bursting open hatchways with sheer weight of numbers.
Each time a unit from your army moves, models in that unit can move through friendly models as if they were not there. In addition, each time a unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off.Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit).
This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.
In your Command phase, select one friendly TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit.
This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.
Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase.
Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.
While a friendly Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.
unit is within 9" of the bearer (ignoringLance 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:
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 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.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.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 whose units have not already shot this phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). 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. Until the end of the phase, those selected models’ units are not eligible to shoot.The TRANSPORT keyword is used in the following Tyranids datasheets:
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.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.The AIRCRAFT keyword is used in the following Tyranids datasheets:
The HARVESTER keyword is used in the following Tyranids datasheets:
The BEAST keyword is used in the following Tyranids datasheets:
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’.The SWARM keyword is used in the following Tyranids datasheets:
The TITANIC keyword is used in the following Tyranids datasheets: