Tyranids
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Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.

Welcome to the rules section of Codex: Tyranids. Whether forging your own tales of glory and infamy with narrative play or pitting yourself against your opponents in nail-biting matched play contests, this page present all the rules you will need to bring your Tyranids collection to life on the tabletop.

Contents

Books

BookKindEditionVersionLast update
  Tyranids
  TyranidsFaction Pack101.4May 2026
  Boarding Actions
  Boarding ActionsExpansion101.1July 2025
  Legends: Tyranids
  Legends: TyranidsDatasheet10September 2024
  Munitorum Field Manual
  Munitorum Field ManualExpansion111.0

FAQ

Faction Pack: Tyranids

Q:While using the Subterranean Assault Detachment, does a Mawloc’s Terror from the Deep ability trigger when arriving via a Tunnel Marker?
A:
No.
Q:What is the effect of the Unseen Lurkers Stratagem with respect to the Balance Dataslate ruling on Stratagems that prevent units from being targeted?
A:
The effect of the Unseen Lurkers Stratagem becomes:

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 18" 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.
Q:Do units that are repositioned by rules that do not specify that the unit being repositioned is first placed into Reserves (e.g. the Grey Knights Teleport Assault rule) need to take a Battle-shock test on a roll of 2+ if a TYRANIDS CHARACTER with the Hunting Grounds Enhancement is on the battlefield?
A:
A: Yes. Rules that are triggered by or apply to Reserves units are also
triggered by and apply to a repositioned unit when it is set back up.
Q:Can I use the Rapid Regeneration Stratagem when an ability like Doombolt would inflict mortal wounds on a TYRANIDS unit from my army?
A:
No.
Q:When resolving a Mawloc’s Terror From the Deep ability, which units need to take a Battle-shock test: every unit within 12" of the Mawloc, or only those units for which a 5+ was rolled when resolving that ability?
A:
Only those units for which a 5+ was rolled.
Q:If my opponent uses a rule to place a unit into Strategic Reserves during the first battle round, and that rule states that the unit must arrive on the battlefield in the next battle round, what happens if a model from my army uses the Psychostatic Disruption Enhancement in the second battle round when that enemy Strategic Reserves unit is due to arrive?
A:
The ‘cannot arrive’ rule takes precedence over the rule stating that the unit ‘must arrive’ from Strategic Reserves. Roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.
Q:If I select a unit of Neurogaunts for a Neurotyrant’s Neuroloids ability that is not led by a SYNAPSE unit, does that unit of Neurogaunts gain the SYNAPSE keyword?
A:
No.
Q:When using the Reclaim Biomass Stratagem, can the Stratagem effect be used on the unit that was just destroyed?
A:
No.
Q:Does an Attached unit containing a HIVE TYRANT and TYRANT GUARD receive the Stealth ability from a VENOMTHROPE’s Foul Spore's ability?
A:
No. The unit has the MONSTER keyword and the ability excludes MONSTERS.
Q:Are SPORE MINES units that are added to an army during a battle restricted by abilities that prevent Reserves from being set up within a certain range (e.g. Space Marines Infiltrators’ Omniscrambers)?
A:
No.
Q:Do rules such as the Insurmountable Odds Detachment rule and the CARNIFEXES’ Blistering Assault ability let me choose between not moving the unit in question or moving the unit as far as possible following the conditions?
A:
Yes.
Q:If I roll one D6 for a CARNIFEXES unit’s Blistering Assault move and then choose not to move the models, do they still count as having made a Blistering Assault move that phase?
A:
Yes, they have made a Blistering Assault move of 0".
Q:When a CARNIFEX model makes a Blistering Assault move or an ENDLESS MULTITUDE model makes a Surge move, does that model have to move the full amount allowed by the dice result?
A:
No, it can move any distance up to that allowed distance.
Q:Does a unit affected by the Psychostatic Disruption Enhancement have to arrive from Reserves in the next Movement phase?
A:
No.
Q:Does the Synaptic Goading Stratagem allow a unit to leave Engagement Range and move towards the closest objective marker?
A:
Yes.
Q:Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?
A:
No. Insane Bravery can only be used in your Command phase.

Keywords

AIRCRAFT (2);
BATTLELINE (3);
BEAST (2);
BURROWER (3);
BURROWERS (2);
CHARACTER (14);
DEDICATED TRANSPORT (1);
ENDLESS MULTITUDE (4);
EPIC HERO (4);
FLY (15);
FRAME (8);
GREAT DEVOURER (57);
HARVESTER (5);
HIVE TYRANT (2);
INFANTRY (25);
MONSTER (28);
PSYKER (9);
SMOKE (1);
SWARM (2);
SYNAPSE (18);
TITANIC (2);
TOWERING (1);
TRANSPORT (3);
TYRANIDS (57);
VANGUARD INVADER (18)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Introduction

On this page you will find several Tyranids Detachments you can select from, as described in the Core Rules (see the Select Detachment Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules. Each Detachment is a themed fighting force that focuses on one particular combat style employed by the Tyranids - the rules they include are as follows:

1
DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.

2
ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade CHARACTERS using the Enhancements listed here, as described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes Requisition to give your CHARACTERS Enhancements, as described in the main Crusade rules.

3
STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules. During the battle, you can spend Command points (CP) to use these Stratagems.

Army Rules

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 TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
  • Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
  • Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

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 TYRANIDS, 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.

Invasion Fleet3DP

Detachment Rule

Hyper-adaptations

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 TYRANIDS units from your army until the end of the battle:

Swarming Instincts

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


Enhancements

  • Alien Cunning 30 pts

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.

TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS 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.

  • Perfectly Adapted 15 pts

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

TYRANIDS 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

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.

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

  • Adaptive Biology 25 pts

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.

TYRANIDS 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.


Stratagems

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 TYRANIDS 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 TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS 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 TYRANIDS 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.
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 TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS 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".
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 TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS 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.
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.

Crusher Stampede2DP

Detachment Rule

Enraged Behemoths

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 TYRANIDS 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 TYRANIDS 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.

Enhancements

  • Ominous Presence 15 pts

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.

TYRANIDS MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.

  • Enraged Reserves 20 pts

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.

TYRANIDS 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.

  • Null Nodules 10 pts

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.

TYRANIDS 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.

  • Monstrous Nemesis 25 pts

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.

TYRANIDS MONSTER model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.


Stratagems

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 TYRANIDS MONSTER model from your army with the Deadly Demise ability that cannot FLY is destroyed.

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

EFFECT: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
  • It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
  • It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.
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 TYRANIDS 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 TYRANIDS MONSTER model from your army ends a Charge move.

TARGET: That TYRANIDS 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.

Unending Swarm2DP

Detachment Rule

Insurmountable Odds

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.

In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was destroyed as a result of those attacks, that friendly unit can make a surge move of up to D6".

Enhancements

  • Relentless Hunger 20 pts

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

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

  • Naturalised Camouflage 30 pts

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.

TYRANIDS 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.

  • Piercing Talons 25 pts

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.

TYRANIDS 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.

  • Adrenalised Onslaught 15 pts

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

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


Stratagems

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. You can only use this Stratagem once per battle.
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.
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.
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.
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.

Assimilation Swarm2DP

Detachment Rule

Feed the Swarm

Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey worlds slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims.

In your Command phase, each HARVESTER unit from your army can Regenerate one friendly TYRANIDS 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+1 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.

Enhancements

  • Regenerating Monstrosity 20 pts

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.

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

  • Instinctive Defence 15 pts

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

TYRANIDS model only. While the bearer is within 6" of one or more friendly HARVESTER units, when you target this unit with the Heroic Intervention stratagem, that use is -1 CP. 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.

  • Biophagic Flow (Aura) 10 pts

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

TYRANIDS 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 TYRANIDS unit that is within 9" of it, instead of one within 6".

  • Parasitic Biomorphology 25 pts

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

TYRANIDS 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.


Stratagems

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 TYRANIDS 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 TYRANIDS 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 TYRANIDS 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.
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 TYRANIDS 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.
RAPACIOUS HUNGER
1CP
Assimilation Swarm – Battle Tactic Stratagem
The hunger of the Tyranids can never be satiated.
WHEN: Your Fight phase.

TARGET: One TYRANIDS 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.

Vanguard Onslaught2DP

Detachment Rule

Questing Tendrils

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.

TYRANIDS 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.

Vanguard Prime

During the earliest stages of a Tyranid invasion, the rare bioform Imperial observers have named Deathleaper has been seen fulfilling a leadership and coordination role amongst the swarms. Employing pheromone trails and goading imperatives, the creature provides guidance to other warrior organisms that is the localised equivalent of synaptic control.

DEATHLEAPER loses the Hunter Organism rule and can be your WARLORD.

Enhancements

  • Hunting Grounds 20 pts

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.

TYRANIDS 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.

  • Chameleonic 15 pts

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.

  • Stalker 10 pts

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.

  • Neuronode 20 pts

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.

TYRANIDS model only. After both players have deployed their armies, 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.


Stratagems

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, just after a VANGUARD INVADER unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. 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.
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.
SEEDED BROODS
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Warrior organisms erupt from concealment straight into advanced positions.
WHEN: Your Movement phase.

TARGET: One TYRANIDS 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 8" of that enemy unit, or one other TYRANIDS INFANTRY unit from your army that is within 8" 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.
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 18" 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.
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 TYRANIDS 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.

Synaptic Nexus2DP

Detachment Rule

Synaptic Imperatives

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 TYRANIDS 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.

Enhancements

  • Power of the Hive Mind 10 pts

The Hive Mind channels lethal energy through its synaptic bioforms.

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

  • Psychostatic Disruption 30 pts

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.

TYRANIDS 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.

  • Synaptic Control 20 pts

The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.

TYRANIDS SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

  • The Dirgeheart of Kharis (Aura) 15 pts

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...

TYRANIDS SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.


Stratagems

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 TYRANIDS 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 TYRANIDS 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 attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
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 TYRANIDS 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 TYRANIDS 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.

Subterranean Assault3DP

When the hive fleet’s organisms descend, no place is truly safe from their wrath. As the lands swarm and writhe, and the skies are clouded with winged monstrosities, other foes advance unseen below. Mawlocs, Raveners and Trygons burst from the ground to emerge in the midst of clustered defenders, scything apart and devouring screaming victims before they can raise their weapons in defence, sowing crippling fear and confusion through those that witness the unexpected violence.

Detachment Rule

Surprise Assault

Burrowing Tyranid bioforms burst from the ground in all their horror.

Each time a TYRANIDS model from your army makes an attack, re-roll a Hit roll of 1.

Each time a BURROWER unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units.

In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units.

If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield.

KEYWORDS
MAWLOC and TRYGON units from your army have the BURROWER keyword.

In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword.

Designer’s Note: This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.

Enhancements

  • Synaptic Strategy 15 pts

Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constant influx of sensory data, enabling it to traverse the battlefield and emerge at the place and time of maximum impact.

TYRANIDS model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.

  • Tremor Senses 20 pts

From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movement from the enemy force, impelling its fellow organisms to reposition themselves in preparation for a coordinated assault.

TYRANIDS model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.

  • Vanguard Intellect 15 pts

This bioform uses its own keen senses and predatory intellect to burrow into position and strike before the enemy can react.

TYRANIDS model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

  • Trygon Prime 20 pts

Only rarely manifested by the hive fleets, the Trygon Prime possesses a greatly enhanced synaptic network within its neural cortex, enabling it to more precisely coordinate the assaults of burrowing Tyranid creatures.

TRYGON model only. The bearer gains the SYNAPSE keyword. Improve the Strength and Weapon Skill characteristics of melee weapons equipped by the bearer by 1.


Stratagems

ADAPTIVE OPTIMISATION
1CP
Subterranean Assault – Wargear Stratagem
On occasions where subterranean assaults are deemed tactically useful, the hive mind may spontaneously alter its burrowing organisms, enabling them to act as beacons for its will.
WHEN: Command phase.

TARGET: One MAWLOC or TRYGON unit from your army.

EFFECT: Until the start of your next Command phase, your unit has the SYNAPSE keyword.
REPLENISHING SWARMS
1CP
Subterranean Assault – Wargear Stratagem
Scrambling through the tunnels come endless multitudes of warrior-beasts and harvester bioforms, spilling out of the depths to reinforce the teeming masses.
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
ENFILADING EMERGENCE
1CP
Subterranean Assault – Strategic Ploy Stratagem
Emerging from the depths, Tyranid bioforms level their weapon morphs and spit hissing volleys of living ammunition into the exposed backs of outflanked prey.
WHEN: End of your Movement phase.

TARGET: One TYRANIDS unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
TUNNEL NETWORK
1CP
Subterranean Assault – Strategic Ploy Stratagem
Taking advantage of freshly burrowed tunnels, Tyranid bioforms move swiftly across the landscape, emerging in unexpected locations.
WHEN: End of your Movement phase.

TARGET: One TYRANIDS unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
SWARMING ASSAULT
1CP
Subterranean Assault – Strategic Ploy Stratagem
A hive fleet’s vanguard organisms favour mobility and aggression, keeping the foe on the back foot with repeated coordinated assaults.
WHEN: Your Charge phase.

TARGET: One TYRANIDS MONSTER unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of the phase, friendly TYRANIDS units within 6" of your unit can re-roll Charge rolls.
RETREAT BELOW
1CP
Subterranean Assault – Strategic Ploy Stratagem
The network of tunnels beneath the battlefield enables Tyranid organisms to retreat from the foe and prepare further ambushes.
WHEN: End of your opponent’s Fight phase.

TARGET: One TYRANIDS unit or up to two BURROWER units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.

Ambush Predators1DP

SLINKING VANGUARD ORGANISMS HUNT THEIR HAPLESS PREY, STRIKING UNERRINGLY FROM THE SHADOWS

Detachment Rule

Mindhunger

Ravenous instinct drives these vanguard organisms to predate leaders amongst the prey, and to crack open their crania and devour the quivering mind-meat within.

  • Friendly DEATHLEAPER/LICTOR/NEUROLICTOR units have Deep Strike.
  • Friendly LICTOR/NEUROLICTOR units’ attacks that target a CHARACTER unit can re-roll hit rolls of 1.

Enhancements

  • Encircling HorrorsUPGRADE 20 pts

By the time the prey realise that they are being hunted, the Hive Mind’s vanguard organisms have already enfolded them in a murderous embrace. There is no hiding from what comes next.

NEUROLICTOR/LICTOR/VON RYAN’S LEAPERS unit only. In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, this unit can make a normal move of up to D3+3".

  • Cryptophotaic CamouflageUPGRADE 15 pts

The dermis of these biohunters has been adapted to subtly alter hue according to what the ocular receptors of the prey expect to see, thus hiding the creatures even in plain sight.

VON RYAN’S LEAPERS unit only. This unit has -3" detection range.


Stratagems

COUNTERPREDATION
1CP
Ambush Predators Stratagem
One should never attempt to lay a trap for perfectly adapted ambush hunters, lest one become the prey in turn.
WHEN: Fight phase, when a friendly DEATHLEAPER/LICTOR/ NEUROLICTOR/VON RYAN’S LEAPERS unit is selected to fight.

TARGET: That DEATHLEAPER/LICTOR/NEUROLICTOR/VON RYAN’S LEAPERS unit.

EFFECT: Your unit’s attacks that target a hidden unit have +1 S and AP.
HYPERSENSORY ADAPTATIONS
1CP
Ambush Predators Stratagem
The organisms that comprise the Tyranid vanguard possess exceptionally keen senses, detecting prey no matter how well hidden it may be and relaying its location to the wider Hive Mind.
WHEN: Start of your Shooting phase.

TARGET: One friendly DEATHLEAPER/LICTOR/NEUROLICTOR/VON RYAN’S LEAPERS unit.

EFFECT: Select one visible enemy unit within 12" of your unit. That enemy unit has +6" detection range.
SCANNER GHEIST
1CP
Ambush Predators Stratagem
What seemed a certain and identified Tyranid contact vanishes suddenly from sight and sensors both, seemingly nothing but a ghost all along.
WHEN: End of your opponent’s Fight phase.

TARGET: One friendly unengaged DEATHLEAPER/LICTOR/ NEUROLICTOR unit.

EFFECT: Place your unit in strategic reserves.

Talons of the Norn Queen1DP

WHEN THE AGENT‑BEASTS OF THE NORN QUEENS PROWL, DEEDS OF DIREST CONSEQUENCE ARE AFOOT

Detachment Rule

Higher Imperatives

Capable of incredibly complex reasoning and a frightening level of self-direction, Norn Emissaries and Assimilators display great agency and alien cunning in the completion of their tasks.

Friendly NORN EMISSARY/NORN ASSIMILATOR units have the following ability:
Protean Purpose: (Once per battle, per unit) In your Command phase, you can use this ability. If you do, this unit can make a selection for its Singular Purpose ability (this replaces the previous selection).

Enhancements

  • Destabilising PredationUPGRADE 20 pts

Reaching out like the will of the Hive Mind made manifest, this organism’s pinpoint fire is perfectly tailored to strike down leaders amongst the prey.

NORN EMISSARY unit only. This unit’s ranged attacks have [ANTI-CHARACTER 2+].

  • SynaptoprescienceUPGRADE 25 pts

As though privy to glimpses of the Hive Mind’s own near‑omniscient view of events, this towering beast weaves unerringly aside from incoming threats.

NORN ASSIMILATOR unit only. This unit has 4+ InSv.


Stratagems

CATALYTIC BIOFORTIFICATION
1CP
Talons of the Norn Queen Stratagem
Impacts and surface damage trigger explosive inflammation within this organism’s exoskeleton, spawning hardened outer layers that stave off even the most grievous hurts.
WHEN: Any phase, when a friendly NORN ASSIMILATOR unit suffers a mortal wound.

TARGET: That NORN ASSIMILATOR unit.

EFFECT: Your unit has Feel No Pain 4+ against mortal wounds.
LESSER PREY
1CP
Talons of the Norn Queen Stratagem
Focused on achieving its assigned imperative, this towering bioform smashes prey from its path with glad‑driven surges of additional might.
WHEN: Fight phase, when a friendly NORN ASSIMILATOR/NORN EMISSARY unit is selected to fight.

TARGET: That NORN ASSIMILATOR/NORN EMISSARY unit.

EFFECT: Your unit’s melee attacks have +2 S.
TANGLESTRIKE ROUNDS
1CP
Talons of the Norn Queen Stratagem
These revolting living shells burst on impact to ensnare nearby prey organisms in a mess of dripping, incredibly sticky strands that take time to tear free of.
WHEN: Your Shooting phase, when a friendly NORN ASSIMILATOR unit has shot.

TARGET: That NORN ASSIMILATOR unit.

EFFECT: Select one enemy unit hit by those attacks. That enemy unit is tethered until the start of your next Command phase:
  • While a unit is tethered, that unit has -2" M.

Warrior Bioform Onslaught1DP

TYRANID WARRIORS ARE ADAPTED TO SHEPHERD THE HIVE FLEET’S TEEMING SWARMS TO WAR

Detachment Rule

Leader-beasts

The Hive Mind has spawned entire swarms of Tyranid Warriors upon this battlefield, adapting them to be tougher as well as more numerous, and thus to serve as better conduits for its will.


Enhancements

  • Elevated Might 30 pts

This bioform and its symbiotic weapon-beasts have been adapted for maximum lethality

WINGED TYRANID PRIME/TYRANID PRIME WITH LASH WHIP model only. This model’s melee attacks:

  • Can re-roll wound rolls.
  • Have +1 AP.

  • Ocular Adaptation 20 pts

This node‑beast’s bioadaptations allow it to perceive the minutest electrical impulse or heat signature. Few prey organisms escape its clutches.

WINGED TYRANID PRIME/TYRANID PRIME WITH LASH WHIP model only. This unit’s melee attacks have +1 to hit rolls.


Stratagems

ALIEN PHYSIOLOGY
1CP
Warrior Bioform Onslaught Stratagem
The sheer resilience of these warrior organisms appears nighsupernatural to their horrified prey.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly TYRANID WARRIORS unit.

TARGET: That TYRANID WARRIORS unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
SYNAPTIC MICRONODES
1CP
Warrior Bioform Onslaught Stratagem
Shed like spores from chitinous exoskeletons, these micronodes infest the very battlefield with minute motes of the Hive Mind’s consciousness.
WHEN: End of your Movement phase.

TARGET: One friendly TYRANID WARRIORS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
PARASITIC PAYLOAD
1CP
Warrior Bioform Onslaught Stratagem
The projectiles fired by this weapon are infected with parasites that burrow into the central nervous systems of their targets, causing them to shriek and convulse, giving away their position to the oncoming swarms.
WHEN: Your Shooting phase, when a friendly TYRANID WARRIORS unit is selected to shoot.

TARGET: That TYRANID WARRIORS unit.

EFFECT: Your unit’s ranged attacks have [IGNORE COVER].

Crusade Rules

In this section you’ll find additional rules for playing Crusade battles that are bespoke to TYRANIDS units. You can find out more about Crusade armies in the main Crusade rules.

This section contains the following rules:

DEVOURING WORLDS
As the hive fleets tighten their stranglehold on the galaxy, more and more worlds succumb to their unending hunger. The rules presented on the following pages allow you to devour one world after another, strengthening your force as your foes fall.

AGENDAS
TYRANIDS armies can attempt to achieve unique Agendas in addition to those found in other publications. These represent the faction’s unique goals and their particular methods of waging war.

REQUISITIONS
TYRANIDS armies have access to a number of bespoke Requisitions in addition to those found in other publications.

BATTLE TRAITS
As they gain experience and prowess, TYRANIDS units in your Crusade force can be given one of the Battle Traits in this section instead of one presented elsewhere.

BATTLE SCARS
Themed to the unique nature of the TYRANIDS, these Battle Scars represent long-lasting effects units from your Crusade force may come to carry.

CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, TYRANIDS CHARACTER models can claim one of the Crusade Relics found here.

CRUSADE BADGES
Here you will find three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.

Devouring Worlds

Your Crusade force can only work on devouring one world at a time. When devouring a world, your Crusade force will move through three stages in order: the first stage is Invasion, followed by Predation and then finally Consumption. During each phase, your force will devour more of the world’s biomass. Once you have devoured enough biomass and participated in enough battles, you will complete your current stage and move on to the next stage in devouring that world. If at any point your Crusade force finds itself without an active world to devour, generate a new one as described below.

Generating a World

When generating a world to devour, your Crusade forces Biomass and Battles Played points begin at 0. To generate a world to devour, roll one D6 and consult the table below.

World Type
D6
INDUSTRIAL WORLD
May also be a forge world, manufactorum world, refinery world, etc.
RURAL WORLD
May also be an agri world, feudal world, Knight world, etc.
HIVE WORLD
May also be a capital world, shrine world, etc.

Next, consult the relevant table below to generate the Biomass and Battles Played points needed for each stage of that world’s destruction. Generate the number of points needed for the Invasion stage first, then generate the number of points needed for the Predation stage by adding the value in the table to what you generated for the Invasion stage for that world type. Finally, generate the points needed for the Consumption stage in the same manner, but add the value in the table to that of the Predation stage instead of the Invasion stage. Note that Biomass points accrued during a previous stage of a world’s destruction still count towards the targets for the current stage.

Industrial World

STAGEBIOMASSBATTLES PLAYED
Invasion32D3
Predation+D34
Consumption+35

Rural World

STAGEBIOMASSBATTLES PLAYED
Invasion3D32
Predation+2D3D3
Consumption+2D3D3

Hive World

STAGEBIOMASSBATTLES PLAYED
InvasionD3+3D6
Predation+2D3D6
Consumption+D6D6

Completing a Devouring Stage

To complete a stage and move on to the next, your Crusade force needs to have acquired at least as many Biomass and Battles Played points for that stage as were generated for it above. Keep a Battles Played tally during each stage; these tallies do not carry over into the next stage but simply act as a minimum requirement for advancement.

  • Each time you win a battle, your Crusade force gains 1 Biomass point.
  • Each time you lose a battle, your Crusade force loses 1 Biomass point (to a minimum of 0).

Additional ways of earning Biomass points can be found in the Agendas section. Once you have reached a particular stage of devouring, you gain access to new Requisitions that you can purchase once per world.

For example, Scott has completed the Invasion stage of an industrial world that required 3 Biomass points and 4 Battles Played points. During that stage he instead earned 5 Biomass points, which will now carry through to the Predation stage. This may mean he has already met that stage’s Biomass points requirement, and only needs Battles Played points to complete that stage.

Stage 1

Invasion

VANGUARD ADAPTATION1RP

In the first stages of a Tyranid invasion, swift and adaptable broods of bioforms assess and then rapidly counteract the defences of the prey. Some organisms may already have infiltrated the target world, and only now burst from their hiding places to wreak bloody havoc. Others pour down from spore-blighted skies and flow into battle, the myriad heralds of yet greater horrors still to come.

Purchase this Requisition before a battle once per world. Select two VANGUARD INVADER units (excluding CHARACTERS and MONSTERS) from your Order of Battle. For the next battle, you can swap these units’ Battle Traits (and change their Crusade point totals accordingly). After the battle, they must be swapped back.

BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they are wholly within your opponent’s deployment zone at the end of the battle:
  • ENDLESS MULTITUDE
  • VANGUARD INVADER
  • WARLORD

Stage 2

Predation

INFESTATION1RP

So thoroughly infested with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack. Even defenders who consider themselves safe within formidable fortifications can be suddenly and violently disabused of that notion amidst a rush of chitinous bodies and stabbing talons from an unexpected quarter.

Purchase this Requisition before a battle once per devoured world. Select one ENDLESS MULTITUDE unit from your Order of Battle. For the next battle only, that unit has the Infiltrators ability.

BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they control an objective marker in No Man’s Land at the end of the battle:

Stage 3

Consumption

GUARD AND CONSUME1RP

As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive even as vile eater-beasts devour every scrap of available biomass and ferry it back to the waiting assimilation structures.

Purchase this Requisition after a battle once per devoured world. Choose a CHARACTER or MONSTER unit that was not destroyed in that battle; that unit immediately gains 5XP.

BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they were not destroyed at the end of the battle:

Biogenesis

Each time your Crusade force completes the Consumption stage of its attack on a world, you can spend any of the Biomass points you have acquired on the upgrades shown below, before generating a new world to devour.
THE SWARM GROWS
2 BIOMASS POINTS

Raw biomass is diverted to the creation of even more warrior organisms and hive ships to bear them through the void.

Increase your Crusade forces Supply Limit by 100 points.
RARE BIOMORPHS
4 BIOMASS POINTS

A great enough stock of biomass has been secured that a portion can be poured into fashioning strange and terrible graft organisms for the swarms’ mightiest leader-beasts.

Select one TYRANIDS CHARACTER unit from your Order of Battle. You can reduce the cost of the Renowned Heroes Requisition by 1RP (to a minimum of 0RP) and use it immediately to give a model in that unit an Enhancement as if it had just gained a rank.
ENHANCED ORGANISMS
5 BIOMASS POINTS

The Hive Mind exploits the neurally cached experiences of its warrior organisms to hone their predatory instincts.

Select one TYRANIDS unit from your Order of Battle. That unit gains 5XP. Each unit can only be selected for this upgrade once per devoured world.
RAPID ADAPTATION
5 BIOMASS POINTS

A focused allocation of biomass offers a brood the chance to rapidly and significantly adapt at the Hive Mind’s urging.

You can use the Adapted Physiology Requisition once for 0RP.
BIOLOGICAL RESOURCES
6 BIOMASS POINTS

With so much accumulated biomass, the hive fleet can adapt whatever aspect of its nature the Hive Mind bids it to.

Your Crusade force gains 1RP.

Agendas

If your Crusade army includes any TYRANIDS units, you can select Agendas from those presented here.

INFEST THE PREY WORLD

In order to overwhelm the prey, devour the biomass of the dead and seed the world with toxic spores; the swarm must cover all.

At the end of the battle, gain 1 Biomass point for each table quarter that wholly contains one or more ENDLESS MULTITUDE units from your Crusade army that are not within 6" of the centre of the battlefield. Each ENDLESS MULTITUDE unit wholly within your opponent’s deployment zone gains 2XP.
HUNT AND SLAY

The Hive Mind has marked those prey organisms whose swift destruction it wishes prioritised. The hunt begins.

At the start of the battle, your opponent selects five different units from their army to be Prey Targets (if your opponent’s army has fewer than five units, they select as many as possible). Each time a unit from your Crusade army destroys a Prey Target unit in the Fight phase, make a note of it. At the end of the battle, each unit from your Crusade army gains a number of XP equal to double the amount of Prey Targets they destroyed, and your Crusade force gains a number of Biomass points as shown in the table below.

ENEMY PREY TARGETS DESTROYEDBIOMASS POINTS GAINED
10
2-31
4+D3
TYRANNOFORM THE PREY WORLD

In preparation for the complete assimilation of biomass on this prey world, it is necessary to seed Tyranid structures on the battlefield, from sporecaster organisms to digestion pools.

At the start of your Shooting phase, you can select one INFANTRY unit (excluding CHARACTERS) from your Crusade army that is not Battle-shocked and is eligible to shoot. If that unit is more than 12" away from any Tyrannoform Spore markers, it can implant tyrannoform spores. If it does, at the end of your turn, place one Tyrannoform Spore marker, 40mm in diameter, anywhere within 1" of that unit. At the end of the battle, each unit that implanted one or more tyrannoform spores in this manner gains XP equal to double the number of Tyrannoform Spore markers they placed in this manner, and your Crusade force gains a number of Biomass points as shown in the table below.

IMPLANTED TYRANNOFORM SPORE MARKERSBIOMASS POINTS GAINED
31
4D3
5+3
TYRANID ATTACK

Every last prey organism that stands against the swarm must be overrun - butchered - and their biomass consumed so that fresh waves of bioforms may be spawned.

At the end of the battle, if there are no enemy models remaining on the battlefield, each TYRANIDS unit from your Crusade army that is on the battlefield gains 3XP, your Crusade force gains 4 Biomass points, and you gain 2 Battles Played points for this battle instead of 1.

Requisitions

If your Crusade army includes any TYRANIDS units, you can spend Requisition points (RP) on any of the following Requisitions.

Consume to Survive

The hive fleets must constantly hunt, slay and consume prey worlds in order to replenish or increase their ranks.

If your Crusade force includes any TYRANIDS units, the Increase Supply Limit Requisition costs you 2RP to use.

RESPAWN WARRIOR ORGANISMS1RP

The Hive Mind can break down the biomass of its warrior organisms, reabsorbing them and restructuring their bodies and neural pathways at a molecular level before spawning them anew.

Purchase this Requisition at any time. Select one TYRANIDS unit from your Order of Battle that has no Battle Scars. That unit loses any or all Battle Traits it currently has. For each Battle Trait it lost, you can now select a new Battle Trait for it.
AN INTELLECT VAST AND COLD1RP

The gestalt consciousness of the Great Devourer is omnipresent throughout the hive fleets, always urging its mindless, ravenous swarms on toward whatever strategic goals will see them best feed, grow and spread.

Purchase this Requisition during the Select Agendas step of the battle. You can select one additional Agenda to use during this battle. At least one of the Agendas you select must be a Tyranids Agenda.
SYNAPTIC BIOREGENESIS2RP

As the needs of the swarm change, so the Hive Mind is able to break down the physical form of its synaptic node-beasts while preserving their neuro-ganglia and the cached sense-impressions therein. This neural mass is then encased in a new and more suitable physical form.

Purchase this Requisition at any time. Select one SYNAPSE unit from your Order of Battle and replace it with a new SYNAPSE unit. You cannot purchase this Requisition if doing so would cause your total points to exceed your Crusade force’s Supply Limit. The newly added SYNAPSE unit starts with the same number of XP as the unit it replaced and immediately gains the appropriate number of Battle Honours for its rank.
ADAPTED PHYSIOLOGY2RP

Every warrior organism 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 its prey.

Purchase this Requisition at any time. Select one TYRANIDS CHARACTER from your Order of Battle with a Crusade Relic. You can exchange this for any other Crusade Relic they are currently eligible for, adjusting their Crusade points as required.

Battle Traits


Rudimentary Instincts

MUCOLID SPORES and SPORE MINES units never gain XP, and so can never gain Battle Honours. However, they are also assumed to pass any Out of Action tests they are required to take (no dice is rolled) and so never accrue Battle Scars. You can mark the XP section of their Crusade card as ‘N/A’ to remind you.

TYRANIDS UNITS
D6
Excluding SYNAPSE units
STRENGTH BORN OF HUNGER

These warrior organisms are possessed of a ravenous hunger, their eagerness to tear and rend flesh lending their blows additional, frenzied strength.

Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
ENHANCED SENSES

The sensory acuity of this brood has been heightened such that no prey can hide from them.

  • Each time a model in this unit makes a melee attack, you can ignore any or all Hit roll and Weapon Skill modifiers for that attack.
  • Each time a model in this unit makes a ranged attack, that attack has the [IGNORES COVER] ability.
INSTINCTIVE AUTONOMY

This brood possess heightened tactical instincts that allow them to hunt efficiently even without direct synaptic oversight.

While this unit is within 18" of a friendly SYNAPSE model, this unit counts as being within 6" of that model for its SYNAPSE ability.
RANGED RESISTANCE

These warrior organisms are well protected by their pseudo-sentient carapaces and partial regenerative capabilities. It takes a great concentration of fire to do them any real harm.

Each time a ranged attack is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
FLEET OF CLAW

Moving with lithe rapidity, these warrior organisms close the distance to their prey and begin their killing frenzy.

Each time you make an Advance or Charge roll for this unit, you can re-roll the result.
ONSLAUGHT KILLERS

The bioforms of this brood have been imbued with tensile strength and whipcord sinews that allow them to spring upon their prey, lending their pouncing onslaught additional impact to maximise carnage.

Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, add 1 to the Hit roll.

SYNAPSE UNITS
D6
UNFATHOMABLE TERROR

These leader-beasts emanate the unfathomable will of the Hive Mind, an alien consciousness so vast it drives prey creatures mad.

At the end of your Movement phase, select one enemy unit within 6" of and visible to this unit. That enemy unit must take a Leadership test, subtracting 1 from the roll. If failed, until the start of your next Movement phase, that enemy unit cannot be selected to Advance and its Move characteristic is reduced by 2".
PSYCHIC SHADOW

Such is this creature's psionic power that enemy sorceries unravel in its presence.

Each time a ranged Psychic Attack targets this unit, this unit has the Benefit of Cover and the Feel No Pain 5+ ability against that attack.
PSIONIC RESONANCE

So potent is the psionic presence of this leader-beast that it is able to act as a nodal amplifier to imperatives unleashed by other nearby synaptic organisms.

Once per battle, this unit can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
ALIEN RESILIENCE

The damaged flesh and chitin of this formidable warrior organism regrows at an astounding rate.

At the start of your Command phase, one model in this unit regains 1 lost wound.
ARMOURED BIOMORPH

This brood boasts thickened and extended chitinous carapaces.

Add 1 to the Toughness characteristic of models in this unit.
PSYCHIC ABERRATION

So potent is this bioform's synaptic presence that it acts as a focusing lens for the psychic might of the Hive Mind.

Once per battle, at the start of any phase, you can select one TYRANIDS unit that is Battle-shocked and within 12" of this model. That unit is no longer Battle-shocked.

Battle Scars


TYRANIDS UNITS
D6
Excluding SYNAPSE units
UNCONTROLLABLE

Lingering neural trauma has left this brood with a damaged connection to the synaptic network.

This unit is never considered to be within Synapse range of your army.
BY INSTINCT ALONE

Severed entirely from synapse control, this brood is forced to fall back upon its own hardwired instincts in battle.

This unit cannot be targeted with Stratagems.
MINDLESS FOCUS

Overdeveloped prey-response instincts drown out the higher functions of this brood, causing them to obsessively focus on the nearest prey to the exclusion of more strategically important targets.

Each time this unit is selected to shoot, models in this unit can only target the closest eligible enemy unit when resolving this unit’s attacks.
BESTIAL RAGE

So overcome with biochemical adrenaline and predatory aggression is this brood, that its warrior organisms seek constantly to hurl themselves upon the nearest possible prey and tear them to pieces.

Each time this unit declares a charge, one of the targets of that charge must be the closest eligible enemy unit.
Generate a Battle Scar from the main Crusade rules.

SYNAPSE UNITS
D6
NEURAL DISSONANCE

Due to neurosynaptic feedback or cranial damage, this bioform struggles to mesh fully with the Hive Mind.

This unit cannot benefit from any Stratagems or Detachment Rules that require the SYNAPSE keyword.
SYNAPTIC DECAY

Physical and neural damage has eroded the strength of this organism’s synaptic signal, leaving it unable to fully impose its will upon the swarm.

Reduce the range of this model’s Synapse ability to 3".
LOBE IMPAIRMENT

Although able to still provide the warrior organisms around it with basic synaptic imperatives, this beast is no longer able to control their behaviour.

While this unit has this Battle Scar, it loses the Synapse ability.
CASTS NO SHADOW

This organism’s psychic presence is all but non-existent, its ability to deepen the Shadow in the Warp stolen away from it.

While this unit has this Battle Scar, it is affected by your army’s Shadow in the Warp ability (and thus must take a Battle-shock test when it is used).
Generate a Battle Scar from the main Crusade rules.

Crusade Relics

When a TYRANIDS CHARACTER model gains a Crusade Relic, you can select one of the Crusade Relics presented here.

Artificer Relics

SPIRIT-LEECH CORTEX

This rare cranial biomodification allows its monstrous host to psionically drain the life from its prey, feeding off their animus and using it as fuel to both regrow and augment its own form.

PSYKER model only. Each time an enemy unit loses a wound as the result of a Psychic Attack made by the bearer:
  • The bearer regains 1 lost wound.
  • Until the start of your next Command phase, add 1 to the Strength of the bearers melee weapons.
BALEMIND MEMBRANE

This foul net of neuro-membranes infests the cranial cavities of its host and amplifies their offensive psycho-synaptic aptitude.

Model with one or more Psychic weapons only. Each time the bearer makes an attack with a Psychic weapon, you can re-roll the Hit roll and you can re-roll the Wound roll.

Antiquity Relics

MORTREXITE IMPLANT ATTACK

This bio-artefact can penetrate the thickest armour in order to implant dozens of Ripper parasites within a host. In seconds, the ghastly creatures grow to full size, devouring the host from the inside out and bursting forth in a shower of gore.

  • Melee weapons equipped by the bearer gain the [DEVASTATING WOUNDS] ability.
  • Each time the bearer fights, if one or more enemy models (excluding VEHICLE models) are destroyed when resolving those attacks, after that fight is resolved you can select one friendly RIPPER SWARMS unit within 12" of the bearer. If you do, add one Ripper Swarm model to that unit. If any of those destroyed enemy models had the MONSTER keyword, add D3 Ripper Swarm models to that RIPPER SWARMS unit instead.
SLAYER SABRES

At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote. With a mental command, the wielder can generate a surge of psychic energy through this organism that incinerates the sabres’ unfortunate victims from the inside out.

MONSTER model only. Select one of the bearer’s melee weapons. That weapon gains the following ability:

Slayer Sabres: Each time the bearer fights, after that fight is resolved, select one enemy unit hit by one or more attacks made with this weapon this phase, then roll one D6: on a 2+, that unit suffers D3 mortal wounds, or D6+1 mortal wounds instead if that unit has the PSYKER keyword.

Legendary Relics

THE NORN CROWN

First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.

  • While the bearer is on the battlefield, once per battle, you can use the Shadow in the Warp ability one additional time.
  • While the bearer is on the battlefield, increase the range of friendly SYNAPSE units’ Synapse ability to 9".

Crusade Badges


Vanguard Tendril

Stretching out across the dark void, your swarms spread the soul-crushing Shadow in the Warp to sow dismay amongst the foe. With every successful act of predation, every prey bastion broken open and its defenders devoured, every massed clash won by means both insidious and monstrous, the power of your tendril grows. You have amassed much biomass and driven vanguard organisms like talons into the yielding flesh of yet more bounteous hunting grounds. Now is the time to push forward at the Hive Minds urging and let the true feast begin.

  • You have successfully devoured one world.
  • You have won at least two battles.


Monstrous Tendril

One after another the prey worlds fall to the rapacious hunger of your swarms. Whether teeming wildernesses of ferocious flora and fauna, populous megalopolis worlds covered in mountainous cities, or indomitable fortress worlds clad in plasteel and ferrocrete from pole to pole, none can resist your hunger. With each fresh victory your bioforms harvest more and varied quantities of biomass, opening up new options for adaptation and increasingly efficient consumption of the prey. Yet more worlds still lie before you. All must fall. All must be devoured.



All-consuming Tendril

Immense swarms flood entire star systems at your urging. An unending torrent of biomass pours back into your tendril, fortifying it further with every world devoured. You are the will of the Hive Mind made manifest. You are the death of worlds, and you are unstoppable!

  • You have successfully devoured five worlds, including at least one of each type.
  • You have won at least ten battles.
  • A CHARACTER from your Crusade force has reached the Legendary rank.
  • A CHARACTER from your Crusade force possesses The Norn Crown Crusade Relic.

Boarding Actions

Introduction

Within the following pages you will find numerous Boarding Actions Detachments that can be used in your Boarding Actions games. Each lists which units you can include in your army, any modifications to those units’ army rule as presented in their Codex or Index, a Detachment rule unique to that Detachment, and a number of Enhancements and Stratagems that you can use.

ARMY FACTION
A keyword that will be shared by all units in your army.

MUSTERING RULES
Which units you are allowed to include in your army.

FORMING BOARDING SQUADS
Any additional rules that will apply in the missions Form Boarding Squads step. Note that not all Detachments will have these.

RULES ADAPTATIONS
Some units will be unable to use certain abilities in Boarding Actions battles. Where this is the case, these units and their relevant abilities will be listed here.

ARMY RULE
Due to the distinct nature of close-quarters battle in Boarding Actions, most army rules require some modifications to their effects. Where this is the case, these will be described here.

DETACHMENT RULE
Each faction will have a number of different Detachments to choose from, each with its own Detachment rule to reflect the unique fighting methods of such forces.

ENHANCEMENTS
Further Enhancements that you can give to CHARACTER models from your army, beyond those(Boarding Actions Enhancments), will be found here.

STRATAGEMS
Additional Stratagems that you can use, in addition to those (Boarding Actions Stratagems), will be found here.

Tyranid Attack

Amidst the dark of the void, the alien horror of the Tyranids is rendered all the more terrifying. Whether swarming forth to defend their own bio-ships or stalking their prey through the decks of voidships or star forts, the hunting swarms leave none alive.

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to two of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations

  • ENDLESS MULTITUDE and RIPPER SWARMS units from your army are ignored for the purposes of determining visibility for friendly TYRANIDS models that do not have the ENDLESS MULTITUDE or RIPPER SWARMS keyword.
  • You can give the TYRANID PRIME models in TYRANID WARRIORS WITH MELEE BIO-WEAPONS and TYRANID WARRIORS WITH RANGED BIO-WEAPONS units Enhancements as if they were CHARACTER models.
  • TYRANID WARRIORS WITH MELEE BIO-WEAPONS and TYRANID WARRIORS WITH RANGED BIO-WEAPONS units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE keyword.
  • ENDLESS MULTITUDE units cannot perform the Secure Site Tactical Manoeuvre.
  • The RIPPER SWARMS unit loses the Deep Strike ability.
  • The TERMAGANTS unit loses the Skulking Horrors ability.
  • The WINGED TYRANID PRIME model loses the Deep Strike ability.

Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Xeno-Terror

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.

Enhancements

Synaptic Goad

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.

Reinforced Carapace

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).

Stratagems

BIO-ACID SURGE
1CP
Tyranid Attack – Battle Tactic Stratagem
Triggered by synaptic imperative, these warrior organisms'weapon limbs secrete dripping gouts of virulent bio-acid.
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and 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 [SUSTAINED HITS 1] ability.
PHAGIC SPORES
1CP
Tyranid Attack – Wargear Stratagem
In death, these warrior organisms release billowing clouds of hideously corrosive spores that reduce nearby prey to bubbling organic slicks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS 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 as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play.
EXPENDABLE BIOMASS
1CP
Tyranid Attack – Strategic Ploy Stratagem
The Tyranids will expend the lives of their lesser organisms in droves provided it results in their prey’s defeat.
WHEN: Your Shooting phase.

TARGET: One TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army that has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SWARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds.
HIVE SIGHT
1CP
Tyranid Attack – Strategic Ploy Stratagem
It is whispered amongst the fearful prey species that if one Tyranid can see you, they all can...
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.

Boarding Swarm

When Tyranid hive ships latch onto prey vessels, they unleash tailored swarms of swift vanguard organisms whose purpose is to sow terror amongst the defenders and strike for vital targets such as the enginarium and command bridge.

Mustering a Boarding Patrol

You can include up to two of the following units (duplicate are not allowed):
You can include up to two of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Priority Predation

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 TYRANIDS units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those TYRANIDS units, if there are no other enemy units within Engagement Range of it, it can make a Normal move of up to 3".

Enhancements

Monoform Predators

These hunter organisms are already perfectly tailored to their task. The Hive Mind does not waste biomass in altering them further.

TYRANIDS models in this Detachment cannot be given Enhancements.

Stratagems

LITHE KILLERS
1CP
Boarding Swarm – Battle Tactic Stratagem
These warrior organisms employ agility and stealth in place of resilience, weaving around their victims' blows and exploiting the tangled internal structures of the voidship to their advantage.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS 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 a 5+ invulnerable save.
ADRENALISED SLAUGHTER
1CP
Boarding Swarm – Strategic Ploy Stratagem
These organisms contain additional adrenal biomorphs, which send them into a final killing frenzy just before death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS 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 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
TALON-TIP SWARM
1CP
Boarding Swarm – Strategic Ploy Stratagem
As they break the prey's lines, these organisms seek key strategic sites to tear apart.
WHEN: Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit.

TARGET: That TYRANIDS unit.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army.
PREDATORY POUNCE
1CP
Boarding Swarm – Strategic Ploy Stratagem
The internal hatchways of prey voidships make excellent ambush sites for vanguard organisms.
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Biotide

Whether responding to attacks by hostile boarding parties or spilling into an already-breached prey vessel, these unceasing waves of warrior organisms overrun their victims like a multiplying virus.

Mustering a Boarding Patrol

You can include up to two of the following unit:
WINGED TYRANID PRIME
You can include up to three of each of the following units:
HORMAGAUNTS (10 models)
NEUROGAUNTS (10 models)
RIPPER SWARMS (3 models)
TERMAGANTS (10 models)

Forming Boarding Squads


Rules Adaptations


Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Unstoppable Swarm

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 TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS 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.

Enhancements

Synaptic Beacon

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 TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.

Hypersurge Gland

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.

Stratagems

LIVING AVALANCHE
1CP
Biotide – Strategic Ploy Stratagem
This hatchway does not so much slide open as burst asunder like a breached dam, warrior organisms spilling forth from it in a heaving mass.
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
SQUIRMING MASSES
1CP
Biotide – Strategic Ploy Stratagem
Like water flowing through every available gap and channel, the Tyranids squeeze through ducts and vents to spill out in the midst of the prey.
WHEN: Your Movement phase, at the start of the Reinforcements step.

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

EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge.
SWARM HUNTERS
1CP
Biotide – Battle Tactic Stratagem
These Termagants act like a single, many-limbed, many-weaponed organism, squirming around one another to level the most firepower possible.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll.
ONRUSHING HORDE
1CP
Biotide – Battle Tactic Stratagem
Surging toward their victims in a swift mass of screeching maws and lashing talons, the Tyranids are a panic-inducing sight.
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), 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.

Infestation Swarm

Many doomed voidships have been infested by Genestealers, their corridors and crawlways transformed into the hunting grounds and brood-lairs of monstrous vanguard organisms. Such infestations prove nightmarishly deadly to any unwise enough to board these apparent derelicts.

Mustering a Boarding Patrol

When selecting this Detachment, you must select either the TYRANIDS or GENESTEALER CULTS keyword.
If you selected TYRANIDS, you can include up to one of the following unit:
If you selected TYRANIDS, you can include up to three of the following unit:


If you selected GENESTEALER CULTS, you can include up to one of the following unit:
If you selected GENESTEALER CULTS, you can include up to three of the following unit:

Rules Adaptations


Army Rule

Auspex Ghosts

All the enemy see are half-glimpsed darting shadows, or partial returns of contact blips on sensor-screens. At least, that is, until the Genestealers are in position to pounce...

Units from your army with the SYNAPSE or Cult Ambush abilities replace those abilities with this one.

In the Deploy Armies step, your opponent must set up their entire army before you set up any of your units. If both players have a rule that allows them to do this, both players set up their units normally.

Detachment Rule

Half-Glimpsed Shadows

Possessed of alien cunning and unnatural stealth, Genestealers are able to fade back into the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.

Each time a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.

Enhancements

Stalking Menace

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.

Psi-spoor Sensitivity

Able 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.

Stratagems

HYPERADRENAL REFLEXES
1CP
Infestation Swarm – Battle Tactic Stratagem
Goaded by the biostimulants surging through their bodies, these warrior organisms evade their enemies'attacks with unbelievable swiftness.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREAT DEVOURER 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 a 4+ invulnerable save.
PERVASIVE DREAD
1CP
Infestation Swarm – Strategic Ploy Stratagem
With the death of their leader, the surviving prey feel an ominous sense of doom press down upon them, heightened by subtle psionic assault.
WHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army.

TARGET: That GREAT DEVOURER unit.

EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
HUNTING GROUNDS
1CP
Infestation Swarm – Strategic Ploy Stratagem
Genestealers on the hunt are relentless, squirming through hatches before they have even half opened.
WHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway.

TARGET: That GREAT DEVOURER unit.

EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
OUTFLANK
1CP
Infestation Swarm – Strategic Ploy Stratagem
Swarms of Genestealers crawl through vents and ducts as they seek to outflank their prey.
WHEN: End of your opponent’s Fight phase.

TARGET: One GENESTEALERS or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone.

EFFECT: Remove your unit 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. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.

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

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

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

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
LONE OPERATIVE24.24

Assassins and other covert agents are difficult to pinpoint in the storm of battle.

Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.

If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
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 18" 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.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.

The TYRANIDS and CHARACTER keywords are used in the following Tyranids datasheets:

Infantry Epic Hero
  • 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.

TYRANIDS 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.

FEEL NO PAIN24.12

The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.

This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.

The SYNAPSE keyword is used in the following Tyranids datasheets:

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 TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
  • Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
  • Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
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 TYRANIDS 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.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

The TYRANIDS and SYNAPSE keywords are used in the following Tyranids datasheets:

  • 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.

TYRANIDS 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.

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

The HARVESTER keyword is used in the following Tyranids datasheets:

Infantry

The CHARACTER keyword is used in the following Tyranids datasheets:

Infantry Epic Hero

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

Infantry
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 can Regenerate one friendly TYRANIDS 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+1 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.
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 TYRANIDS 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 TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm).

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

Monster Epic Hero
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

The stealthiest warriors can evade the attentions, and the bullets, of their foes.

If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
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.

In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was destroyed as a result of those attacks, that friendly unit can make a surge move of up to D6".
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.
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
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 TYRANIDS, 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.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core 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 make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.

The AIRCRAFT keyword is used in the following Tyranids datasheets:

The BATTLELINE keyword is used in the following Tyranids datasheets:

The BEAST keyword is used in the following Tyranids datasheets:

The BURROWER keyword is used in the following Tyranids datasheets:

Monster Epic Hero
Infantry Character
Infantry

The BURROWERS keyword is used in the following Tyranids datasheets:

Monster Epic Hero
Infantry Character
Infantry

The CHARACTER keyword is used in the following Tyranids datasheets:

Infantry Epic Hero

The DEDICATED TRANSPORT keyword is used in the following Tyranids datasheets:

Dedicated Transports

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

Infantry

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

Infantry Epic Hero

The FLY keyword is used in the following Tyranids datasheets:

17.02 Frame
Some models do not have a base; many of these are MONSTER/VEHICLE models. Such models have the FRAME keyword, as do some other large models. Whenever a rule refers to a model’s position in relation to anything else on the battlefield (e.g. when measuring distances), if that model has the FRAME keyword, unless otherwise stated, measure to and from the closest point on that model (so not necessarily from its base, if it has one).

When rotating a FRAME model as part of a move, if that model does not have a base, turn it any amount around its central axis, while keeping it upright.

The FRAME keyword is used in the following Tyranids datasheets:

Dedicated Transports

The HARVESTER keyword is used in the following Tyranids datasheets:

Infantry

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

Monster Epic Hero

The MONSTER keyword is used in the following Tyranids datasheets:

The PSYKER keyword is used in the following Tyranids datasheets:

Monster Epic Hero
Infantry Character
Infantry

The SMOKE keyword is used in the following Tyranids datasheets:

The SWARM keyword is used in the following Tyranids datasheets:

The SYNAPSE keyword is used in the following Tyranids datasheets:

The TITANIC keyword is used in the following Tyranids datasheets:

22.05 Plunging Fire
Each time a model makes a ranged attack that targets a visible unit containing one or more models on ground level, if one or more of the following conditions apply, improve the BS characteristic of that attack by 1:
  • The attacking model is on a section of a terrain feature that is 3" or more in height.
  • The attacking model has the TOWERING keyword and the target unit is within 12".

The TOWERING keyword is used in the following Tyranids datasheets:

Monster

The TRANSPORT keyword is used in the following Tyranids datasheets:

Dedicated Transports

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

Battle Honours
Each time a unit gains a rank, it can gain one Battle Honour. Units can also gain additional Battle Honours by other means (such as by winning certain missions, fulfilling certain Agendas, etc.). Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (if the unit is TITANIC, increase its Crusade points total by 2 instead). Make a note of each Battle Honour a unit has on its Crusade card. A unit can never have more than three Battle Honours unless it is a CHARACTER, in which case it can have up to six Battle Honours. Once the maximum is reached, each time a unit gains a new Battle Honour it must first remove one of its existing Battle Honours.

There are several categories of Battle Honours that can be bestowed upon a unit, such as Battle Traits, Weapon Modifications and Crusade Relics. Other categories of Battle Honour may be found in other publications. Each time a unit gains a Battle Honour, you can select from any category.

  • Once a unit gains enough XP it will gain a rank.
  • Only CHARACTER units can gain the Heroic or Legendary ranks.
  • Each time a unit gains a rank, it can gain a Battle Honour.
  • There are several categories of Battle Honours, which include:
    • Battle Traits: New skills and abilities.
    • Weapon Modifications: Upgrade an item of wargear.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points total by 1 (or by 2 if TITANIC).

RENOWNED HEROES1-3RP

The greatest warriors, most cunning tacticians and seers lead their armies to war possessed of hard-won skills and powerful artefacts that mark them out as legendary commanders.

When you first start a Crusade force, you can purchase this Requisition the first time you add a CHARACTER unit to your Order of Battle. After that point, you can purchase this Requisition each time a unit from your Order of Battle gains a rank. In either case, you cannot select an EPIC HERO unit, a unit that already has an Enhancement, or a unit that has either the Disgraced or Mark of Shame Battle Scars.

You can select one Enhancement that unit has access to (if using this Requisition when that unit gains a rank, this is instead of it gaining a Battle Honour). When doing so, that unit has access to any Enhancements described within any Detachment rules that it could use, even though you have not yet started to muster your army and so have not selected any Detachment rules yet.

If the selected Enhancement replaces a weapon that is a Crusade Relic or a weapon upgraded by Weapon Modifications, that Crusade Relic or Weapon Modifications are lost. Recalculate the unit’s points value as a result of gaining this Enhancement and update its Crusade card. You cannot make any changes that would cause you to exceed your Supply Limit.

This Requisition costs 1RP plus 1 additional RP for each other Enhancement that your Order of Battle contains (to a maximum of 3RP).

Example: If this Requisition was used to give a unit an Enhancement and one other unit in your Order of Battle already had an Enhancement, it would cost 2RP.
[LETHAL HITS]24.23

Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.

Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
[SUSTAINED HITS]24.36

Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.

This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

Precision attacks can pick high-value targets out in a crowd.

While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.
[DEVASTATING WOUNDS]24.10

The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.

Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
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
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
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 TYRANIDS units from your army until the end of the battle:

Swarming Instincts

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

The TYRANIDS and MONSTER keywords are used in the following Tyranids datasheets:

01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
22.03 Psychic Abilities
Abilities tagged with the word ‘Psychic’ are psychic abilities. If a psychic ability causes a model to lose one or more wounds, each of those wounds is said to be inflicted by a psychic attack (this can be important for the triggering of other rules).
06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
01.04.03 As Close As Possible
  • If a rule instructs you to move a model as close as possible to a unit or model you must end that model’s move in base contact with that unit or model if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If a model is already as close as possible to a unit or model when it is instructed to make a move as close as possible towards a unit or model, that model cannot be moved, but still counts as having made the move in question.
  • If a rule instructs you to move a model as close as possible to an objective you must end that model’s move within range of an objective if its move is sufficient to do so without breaking any other restrictions (such as coherency), or as close as you can achieve if its move is not sufficient.
  • If that model is already within range of an objective it can move up to the maximum distance of that move but must end its move still within range of that objective.
EMERGENCY DISEMBARK MOVE18.05
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. Each model that cannot be set up in this way is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
DEADLY DEMISE24.08

From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.

This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; 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: An Impulsor with a unit of Intercessors embarked within it is destroyed by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an emergency disembark move. Then the roll is made for the Deadly Demise ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[IGNORES COVER]24.18

Some weapons are designed to root enemy formations out of entrenched positions.

Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).
04.03.04 Shot
When all of the attacks made with a ranged weapon have been resolved, that weapon has shot.

When all of a model’s ranged weapons have shot, that model has shot.

When all models in a unit that are making ranged attacks have resolved all of those attacks, that unit has shot.

If a unit was selected to shoot and none of the models in it make any attacks, it has not shot.
Surge Move
SURGE MOVE21.02
SET-UP DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
  • The rule allowing this move type has been triggered.
  • Your unit is not battle-shocked.
  • Your unit is unengaged.
  • Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
  • Each model must end its move engaged with the surge target if possible.
  • Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
  • Your unit cannot be engaged with one or more enemy units that were not the surge target.
  • Your unit cannot move again this phase.
[BLAST]24.05

High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.

Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
02.06.01 Bearer
The bearer of a weapon, enhancement or item of wargear is the model equipped with it.
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
FIGHTS FIRST24.13

Those possessed of lightning-fast reactions may strike before the opponent can react.

While every model in a unit has this ability, that unit is a Fights First unit.

See the Resolve Fights First Combats step in the Fight phase (12.04).

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

Infantry Epic Hero
Battleline

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

Monster Epic Hero
Infantry Character
Infantry
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 TYRANIDS 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.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
RAPID INGRESS15.07
1CP
Core 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 friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
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. 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.
  • 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.
Surprise Assault
Subterranean Assault Detachment

Burrowing Tyranid bioforms burst from the ground in all their horror.

Each time a TYRANIDS model from your army makes an attack, re-roll a Hit roll of 1.

Each time a BURROWER unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units.

In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units.

If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield.

KEYWORDS
MAWLOC and TRYGON units from your army have the BURROWER keyword.

In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword.

Designer’s Note: This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.
VANGUARD ADAPTATION1RP

In the first stages of a Tyranid invasion, swift and adaptable broods of bioforms assess and then rapidly counteract the defences of the prey. Some organisms may already have infiltrated the target world, and only now burst from their hiding places to wreak bloody havoc. Others pour down from spore-blighted skies and flow into battle, the myriad heralds of yet greater horrors still to come.

Purchase this Requisition before a battle once per world. Select two VANGUARD INVADER units (excluding CHARACTERS and MONSTERS) from your Order of Battle. For the next battle, you can swap these units’ Battle Traits (and change their Crusade point totals accordingly). After the battle, they must be swapped back.
INFILTRATORS24.20

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, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
INFESTATION1RP

So thoroughly infested with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack. Even defenders who consider themselves safe within formidable fortifications can be suddenly and violently disabused of that notion amidst a rush of chitinous bodies and stabbing talons from an unexpected quarter.

Purchase this Requisition before a battle once per devoured world. Select one ENDLESS MULTITUDE unit from your Order of Battle. For the next battle only, that unit has the Infiltrators ability.
GUARD AND CONSUME1RP

As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive even as vile eater-beasts devour every scrap of available biomass and ferry it back to the waiting assimilation structures.

Purchase this Requisition after a battle once per devoured world. Choose a CHARACTER or MONSTER unit that was not destroyed in that battle; that unit immediately gains 5XP.
INCREASE SUPPLY LIMIT1RP

Information uncovered by your forces has revealed the growing importance of this war zone and the increasing threat posed by enemies. In response, high command has acceded to your urgent request for reinforcements.

Purchase this Requisition at any time. Increase your Crusade force’s Supply Limit by 200 points.
01.06 Leadership Rolls
To make a leadership roll for a unit, its controlling player rolls 2D6: if the result is equal to or greater than one or more of the Ld characteristics in that unit, that roll succeeds. Otherwise, that roll fails. The rule that instructed you to make that leadership roll will describe the effects of that roll succeeding or failing.
THE NORN CROWN

First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.

  • While the bearer is on the battlefield, once per battle, you can use the Shadow in the Warp ability one additional time.
  • While the bearer is on the battlefield, increase the range of friendly SYNAPSE units’ Synapse ability to 9".
01.05.05 Roll Off
Some rules instruct players to roll off.
  • To do so, both players roll one D6, and whoever rolls highest wins the roll-off.
  • If there is a tie for the highest roll, roll off again.
Cult Ambush

Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. When they finally emerge to fight, it is after long years of meticulous planning, and with an intimate knowledge of the battlefield that grants them a tactical advantage. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.

If your Army Faction is GENESTEALER CULTS, you start the battle with a number of Resurgence points, depending on the battle size, as shown below.
  • Incursion: 6 Resurgence points
  • Strike Force: 10 Resurgence points
  • Onslaught: 14 Resurgence points

Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points shown below based on that unit’s Starting Strength.

Aberrants
5 models4 Resurgence points
10 models8 Resurgence points
Acolyte Hybrids with Autopistols, Acolyte Hybrids with Hand Flamers, Hybrid Metamorphs
5 models2 Resurgence points
10 models4 Resurgence points
Atalan Jackals
5 models2 Resurgence points
10 models6 Resurgence points
Neophyte Hybrids
10 models3 Resurgence points
20 models6 Resurgence points
Purestrain Genestealers
5 models2 Resurgence points
10 models6 Resurgence points

If you do:
  • Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its Starting Strength, with all of its wounds remaining and any [ONE SHOT] weapons those models are equipped with considered as not having been shot.
  • Place one Cult Ambush marker (see below) anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).

Units in Cult Ambush
Cult Ambush is a type of Strategic Reserves. Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker as described below, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automically destroyed at the end of the third battle round.

Cult Ambush Markers
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding AIRCRAFT) ends any kind of move within 8" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of your opponent’s next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move. For that ingress move, set that unit up with at least one model in that unit in base contact with that Cult Ambush marker and all other models placed wholly within 3" of that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield). Units in Cult Ambush can make an ingress move in the first battle round using this rule.
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