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.

This section contains all of the datasheets that you will need in order to fight battles with your Tyranid miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Tyranid units – these are described below and are referenced on the datasheets.


Books

BookKindEditionVersionLast update
  Tyranids
  TyranidsCodex8Indomitus 1.2January 2021
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9October 2021
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.2September 2021
  Chapter Approved ’2021
  Chapter Approved ’2021Expansion9Indomitus 1.0July 2021
  Warhammer Legends: Tyranids
  Warhammer Legends: TyranidsDataslate8December 2019

FAQ

Codex: Tyranids

Q:Can a unit affected by the Onslaught psychic power Advance and fire Heavy weapons?
A:
No.
Q:Is a unit under the effect of the Onslaught psychic power treated as remaining stationary, even if it has moved (for example, for the purposes of the Weapon Beast ability)?
A:
No.
Q:Does the Instinctive Behaviour ability apply to Tyranids units whilst they are embarked within a Fortification?
A:
Yes – that means that you must subtract 1 from hit rolls made for that unit when shooting at any target other than the nearest visible enemy unit.
Q:When a unit is set up in a locale other than the battlefield, can they change that locale (other than to be set up on the battlefield)? For example, if a unit is set up ‘within the tunnels’ as part of The Enemy Below, must they be set up on the battlefield following that Stratagem, or can they be set up in another fashion?
A:
They cannot change their locale. In the example, they can only be set up on the battlefield following the conditions of The Enemy Below.
Q:When a unit is chosen to make a charge move and fails the charge, do they still count as having charged? Specifically, can a unit that has failed a charge move be chosen to pile in – and potentially consolidate – towards the enemy?
A:
A unit only counts as having charged if they made a charge move. If a charge fails, and no models make a charge move, they do not count as having charged. As such, they cannot be chosen to fight in the Fight phase (and so cannot pile in or consolidate) unless an enemy unit moves within 1" of them.
Q:Can a unit ever Advance twice in a single phase?
A:
No.
Q:If a unit has Advanced in a phase, and is given the opportunity to move again in the same phase, what is their Move characteristic?
A:
Their Move characteristic for the second move would still be the value as modified from the Advance.

For example, if a unit with a Move characteristic of 5" Advances in a Movement phase, and the result of the dice rolled for the Advance is 4, its Move characteristic would be modified for that phase to 9". As such, if it was given the opportunity to move again in that phase, its Move characteristic would still be 9".
Q:How many heavy venom cannons and stranglethorn cannons can a model be armed with?
A:
A model can be armed with either one heavy venom cannon or one stranglethorn cannon, not one of each.
Q:Can a Broodlord use the Genestealers’ Infestation ability to be set up during the battle near an infestation node?
A:
No.
Q:Deathleaper’s Superior Chameleonic Skin infers a -2 modifier on attacks that target it. Given that these rolls cannot be modified by more than -1 or +1, when would this ability ever be useful?
A:
While hit rolls and wounds rolls cannot be modified by more than -1 or +1, this limit takes effect after all applicable modifiers have been applied, some of which may cancel each other out.

For example, an enemy Red Terror model makes a melee attack against Deathleaper. The Red Terror’s Feeding Frenzy ability applies a +1 modifier to that attack’s hit roll, and the Deathleaper’s Superior Chameleonic Skin also gives a -2 modifier to the roll. Applying both of these modifiers to the hit roll results in a final modifier of -1.
Q:If you use a Maleceptor’s Psychic Overload ability, can that Maleceptor attempt to manifest any psychic powers in that Psychic phase?
A:
No.
Q:If a model has more than one pair of scything/monstrous scything/massive scything talons, does it make 1 additional attack with one of those pairs, or 1 additional attack with each of those pairs?
A:
1 additional attack with one of those pairs.
Q:If a model has more than one ‘pair’ of boneswords, does it make 1 additional attack with one of those pairs, or 1 additional attack with each of those pairs?
A:
1 additional attack with one of those pairs.
Q:Do Hive Fleet Jormungandr units gain the cover bonus twice if they are in ruins?
A:
No.
Q:Does the Psychic Barrage Stratagem prevent all three units of Zoanthropes from attempting to manifest psychic powers that turn?
A:
Yes.
Q:If a Genestealer, LICTOR, Toxicrene or Venomthrope from my army attacks an enemy CHARACTER in the Fight phase, reducing it to 1 wound, and I use the Implant Attack Stratagem to kill that character, can I then use the Feeder Tendrils Stratagem?
A:
Yes.
Q:If I use the Metabolic Overdrive Stratagem on a unit in the Movement phase, and then Onslaught on the same unit in the Psychic phase, can that unit charge?
A:
No.
Q:Do you pay reinforcement points in matched play for Spore Mines brought into the game using the Sporefield Stratagem?
A:
Yes.
Q:If my opponent has units that are set up after both armies have deployed, when do I use the Sporefield Stratagem – before or after those units are set up? If before, how do you determine who would place their units first?
A:
You use the Stratagem before any such units are set up. If both players then have units with abilities that allow them to be set up after both armies have deployed, the players should roll off and the winner decides who sets up their units first.
Q:When using the Pheromone Trail Stratagem, can you bring the Lictor onto the battlefield in the same turn as the unit that it acts as a homing beacon for?
A:
Yes – simply bring the Lictor onto the battlefield before the other unit.
Q:If a CHARACTER with a damage table uses the Death Frenzy Stratagem to make a final attack before it is removed from the battlefield, which line on its damage table should you use for that attack?
A:
Treat the character as having 1 wound remaining when referring to its damage table.
Q:Do you pay reinforcement points in matched play for units brought back into the game using the Endless Swarm Stratagem?
A:
Yes.
Q:If a unit with adrenal glands is affected by the Opportunistic Advance Stratagem, how is their movement for that phase calculated?
A:
Adrenal glands don’t modify either the Movement characteristic of a unit, or the dice rolled for an Advancing unit. As such, you would use Opportunistic Advance, roll the dice, double the result, add that to the Movement characteristic, and then use the adrenal glands to add 1" to the distance the unit can move.
Q:Is a unit that is affected by the Opportunistic Advance Stratagem treated as having Advanced for the purposes of shooting or charging later in that turn?
A:
Yes.
Q:Do the Scythes of Tyran allow you to re-roll hit rolls of 1?
A:
No.
Q:My Behemoth Hive Tyrant, armed with toxin sacs and the Reaper of Obliterax, has the Monstrous Hunger Warlord Trait. If I were to roll a 6 to wound in the Fight phase, would the final damage be (3 for the bonesword lash + 1 for toxin sacs + 1 for the Warlord Trait) × 2 for the Reaper of Obliterax’s ability for a total of 10, or 3 for the bonesword lash × 2 for the Reaper of Obliterax’s ability + 1 for toxin sacs + 1 for the Warlord Trait for a total of 8?
A:
You multiply the weapon damage for the Reaper of Obliterax ability, and then add 2 for the combination of Monstrous Hunger and toxin sacs for a total of 8.
Q:If a Warlord has been given the Heightened Senses Warlord Trait, can it still suffer from negative modifiers to its Weapon Skill or Ballistic Skill?
A:
Yes, the Heightened Senses Warlord Trait only exempts it from penalties to the hit roll, not to any negative modifiers to the Warlord’s Characteristics.

Keywords

Throughout this section you will come across a keyword that is within angular brackets, specifically <HIVE FLEET>. This is shorthand for a keyword of your own choosing, as described below.

<HIVE FLEET>

All Tyranids belong to a hive fleet. When you include a Tyranids unit in your army, you must nominate which hive fleet that unit is from. There are many different hive fleets to choose from; you can use any of the hive fleets described in this book, or make up your own if you prefer. You then simply replace the <HIVE FLEET> keyword in every instance on that unit’s datasheet, and in any psychic powers they know, with the name of your chosen hive fleet.

For example, if you were to include a Tervigon in your army, and you decided it was from Hive Fleet Kraken, then its <HIVE FLEET> keyword is changed to KRAKEN, and its Brood Progenitor ability would say ‘You can re-roll hit rolls of 1 in the Shooting phase for friendly KRAKEN Termagant units within 6" of this model.’


Abilities

The following abilities are common to several TYRANID units:

Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.

Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.

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.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.


Detachment Rules

In this section you’ll find rules for Battle-forged armies that include Tyranids Detachments.

Tyranids Units

In the rules described in this section we often refer to ‘Tyranids units’. This is shorthand for any TYRANIDS unit that also has the <HIVE FLEET> keyword. A Tyranids Detachment is therefore one which only includes units with both the TYRANIDS AND <HIVE FLEET> keyword.

Note that although Genestealer Cults are devoted to the Hive Mind and will willingly fight alongside their xenos masters, they deviate significantly in terms of organisation and tactics, not to mention physiology! GENESTEALER CULTS units therefore cannot make use of any of the rules listed in this section (this includes the Detachment abilities, Stratagems, bio-artefacts, psychic powers, Warlord Traits and Tactical Objectives described in this section), and instead have their own rules.

Abilities

Tyranids Detachments gain the following abilities:

Extensions of the Hive Mind

The organisms that make up a Tyranid army are all extensions of the psychic gestalt known as the Hive Mind – its tendrils and its jaws, all working with a single purpose.

If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.

Hive Fleet Adaptations

Each of the hive fleets has its own distinct methods of predation, from the movement patterns of entire swarms to the behaviours and morphology of individual organisms.

If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table below. For example, a BEHEMOTH unit with the Hive Fleet Adaptation ability gains the Hyper-aggression adaptation.

If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet’s parent hive fleet, either consult the background sections of our books or choose an adaptation from the table that best describes its character and fighting style.


Hive Fleet Adaptations

Behemoth: Hyper-aggression

Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.

You can re-roll failed charge rolls for units with this adaptation.

Gorgon: Adaptive Toxins

The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims.

You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation.

Hydra: Swarming Instincts

Hive Fleet Hydra’s super-swarms overwhelm their prey with sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.

You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own.

Jormungandr: Tunnel Networks

The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.

A unit with this adaptation (other than units that can FLY) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or declares a charge, however, it loses the benefit of this adaptation until the start of your next Movement phase.

Kraken: Questing Tendrils

The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.

When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.

Kronos: Bio-barrage

Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.

You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.

Leviathan: Synaptic Imperative

Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.

Roll a D6 each time a unit with this adaptation loses a wound whilst it is within 6" of a friendly SYNAPSE unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.


Custom Hive Fleet Adaptations

The Tyranid race is a single, gestalt super-organism, preying on the entire galaxy. Yet like the variable nature of its biohorrors, each hive fleet is an expression of the Tyranids’ adaptability. The huge number of hive fleets allows the Tyranids to deploy an unending array of deadly morphic traits.

Codex: Tyranids describes how the <HIVE FLEET> keyword can be substituted with the name of your chosen Hive Fleet, as well as describing the abilities that units in TYRANIDS Detachments gain. One of these abilities is Hive Fleet Adaptations. If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex: Tyranids, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:

Adaptive Exoskeleton

The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.

TERMAGANT, HORMAGAUNT and GARGOYLE models with this adaptation have a 6+ invulnerable save.

Bestial Nature

The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.

Add 2 to the Attacks characteristic of a model with this adaptation that has a damage table whilst using the bottom row of that model’s damage table.

Bio-metallic Cysts

Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.

Improve the Armour Penetration characteristic of scything talons that models with this adaptation are equipped with by 1. Note that this adaptation does not affect the Armour Penetration characteristic of massive scything talons or monstrous scything talons.

Biosphere Consumption

Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.

When a MONSTER model with this adaptation would lose a wound, if that model’s unit did not move during your last Movement phase or it is the first battle round, and there are no enemy units within Engagement Range of that model’s unit, roll one D6; on a 6 that wound is not lost.

Cranial Channelling

The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.

Once per turn, you can re-roll one Psychic test taken for one PSYKER unit from your army that has this adaptation.

Feeding Frenzy

With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.

When a pile-in move is made for a unit with this adaptation, models in that unit can move up to 6" instead of 3".

Horror from Beyond

Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them.

MONSTER units from your army with this adaptation have the following ability: ‘Horror From Beyond (Aura): ‘While an enemy unit is within 3" of this unit, subtract 1 from the Leadership characteristic of models in that unit.’

Hypermetabolic Acceleration

This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.

When a unit with this adaptation Advances, you can re-roll the Advance roll.

Membranous Mobility

This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that carefully aimed blows can easily pass through thin air.

When resolving an attack made with a melee weapon against a model with this adaptation that can FLY, subtract 1 from the hit roll.

Metamorphic Regrowth

Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.

A model with this adaptation regains up to 1 lost wound at the start of your turn.

Morphic Sinews

Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.

MONSTER models with this adaptation do not suffer the penalty for Advancing and firing Assault weapons.

Pack Hunters

Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.

When resolving an attack made with a melee weapon by a model with this adaptation against a unit that contains fewer models than that model’s unit, improve the Armour Penetration characteristic of that attack by 1.

Prey-sight

Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.

If a MONSTER unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.

Senses of the Outer Dark

Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.

When a model with this adaptation would lose a wound as a result of an Overwatch attack, roll one D6; on a 4+ that wound is not lost.

Shrewd Predators

This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.

When a model with this adaptation makes a consolidation move, if there are no enemy models within 3", that model does not have to end the move closer to the nearest enemy model.

Sporemist Spines

Ejected with a muscular spasm from between carapace plates, these clouds of microscopic crystalline spines cause pain and disorientation, allowing this hive fleet’s broods to slip away at speed – and on to meatier prey.

A unit with this adaptation can Advance in a turn in which it Falls Back.

Synaptic Augmentation

This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.

<HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE units with this adaptation have the following ability: ‘Synaptic Augmentation (Aura): While a friendly <HIVE FLEET> unit is within 6" of this unit, each time that friendly <HIVE FLEET> unit is selected to shoot or fight, you can re-roll one hit roll.’


Stratagems by Phase

Before battle

BOUNTY OF THE HIVE FLEET

PROGENY OF THE HIVE (Tyranids – Requisition)

ALPHA LEADER-BEAST (Leviathan – Requisition)

During deployment

DIGESTIVE DENIAL

SPOREFIELD

THE ENEMY BELOW (Jormungandr)

Battle Round

At the start of your turn

ENCEPHALIC DIFFUSION (Tyranids – Epic Deed)

Command phase

HIVE MIND IMPERATIVE (Leviathan – Strategic Ploy)

HYPER ADAPTATION (Leviathan – Strategic Ploy)

Movement phase

INVISIBLE HUNTER

METABOLIC OVERDRIVE

BURIED THREATS (Tyranids – Strategic Ploy)

UNEXPECTED INCURSION (Tyranids – Battle Tactic)

PHEROMONE TRAIL

CALL THE BROOD

ENDLESS SWARM

RAPID REGENERATION

OPPORTUNISTIC ADVANCE (Kraken)

QUESTING TENDRILS (Leviathan – Battle Tactic)

Enemy Movement phase

GRASPING TENDRILS (Tyranids – Strategic Ploy)

Psychic phase

PSYCHIC BARRAGE

SYNAPTIC CHANNELLING (Tyranids – Epic Deed)

POWER OF THE HIVE MIND

SYNAPTIC DOMINATION (Leviathan – Epic Deed)

Enemy Psychic phase

PSYCHIC FISSURE (Tyranids – Strategic Ploy)

THE VOID IN THE WARP (Leviathan – Strategic Ploy)

THE DEEPEST SHADOW (Kronos)

Shooting phase

PATHOGENIC SLIME

SYMBIOTIC DEVASTATION (Tyranids – Strategic Ploy)

SKYSWARM FUSILLADE (Tyranids – Strategic Ploy)

SCORCH BUGS

SINGLE-MINDED ANNIHILATION

BIO-ADAPTED BORER GRUBS (Leviathan – Wargear)

RELENTLESS FLURRY (Leviathan – Battle Tactic)

Enemy Shooting phase

UNYIELDING CHITIN (Tyranids – Wargear)

Charge phase

HIVE INSTINCT (Tyranids – Battle Tactic)

HUNTER’S DRIVE (Tyranids – Battle Tactic)

SURPRISE AMBUSH (Tyranids – Strategic Ploy)

UNYIELDING CHITIN (Tyranids – Wargear)

BRUTE FORCE (Behemoth)

Fight phase

CAUSTIC BLOOD

VORACIOUS APPETITE

AGGRESSIVE ADAPTATION (Tyranids – Wargear)

FEEDING THE HUNGER (Tyranids – Battle Tactic)

FERAL INSTINCTS (Tyranids – Battle Tactic)

SAVAGE DISTRACTION (Tyranids – Strategic Ploy)

FEEDER TENDRILS

IMPLANT ATTACK

OVERRUN

ADRENALINE SURGE

HYPER-TOXICITY (Gorgon)

WAR ON ALL FRONTS (Leviathan)

RELENTLESS FLURRY (Leviathan – Battle Tactic)

Enemy Fight phase

VORACIOUS APPETITE

AGGRESSIVE ADAPTATION (Tyranids – Wargear)

FEEDING THE HUNGER (Tyranids – Battle Tactic)

FERAL INSTINCTS (Tyranids – Battle Tactic)

SAVAGE DISTRACTION (Tyranids – Strategic Ploy)

FEEDER TENDRILS

IMPLANT ATTACK

ADRENALINE SURGE

WAR ON ALL FRONTS (Leviathan)

RELENTLESS FLURRY (Leviathan – Battle Tactic)

Morale phase

GRISLY FEAST

Enemy Morale phase

GRISLY FEAST

Taking casualties

DEATH FRENZY

ANIMATED BY THE HIVE MIND (Leviathan – Epic Deed)

CONTROL OF THE SWARM (Leviathan – Epic Deed)


Stratagems

If your army is Battle-forged and includes any Tyranids Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Hive Mind on the battlefield.

1CP

PSYCHIC BARRAGE

Tyranids Stratagem

By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.

Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
1CP

CAUSTIC BLOOD

Tyranids Stratagem

Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.

Use this Stratagem at the start of a Fight phase. Select a TYRANIDS unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
2CP

RAPID REGENERATION

Tyranids Stratagem

Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.

Use this Stratagem at the end of your Movement phase. Select a TYRANIDS model from your army. It regains D3 wounds lost earlier in the battle.
1CP

SCORCH BUGS

Tyranids Stratagem

The thoraxes of these bulbous insectoids pulse with caustic chemicals.

Use this Stratagem when a TYRANIDS unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s fleshborer or fleshborer hive attacks in that Shooting phase.
1CP

FEEDER TENDRILS

Tyranids Stratagem

Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.

Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points.
1CP

IMPLANT ATTACK

Tyranids Stratagem

Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.

Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model (other than a VEHICLE) that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound.
1CP/3CP

BOUNTY OF THE HIVE FLEET

Tyranids Stratagem

Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.

Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle.
1CP

METABOLIC OVERDRIVE

Tyranids Stratagem

Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.

Use this Stratagem in your Movement phase, after moving a TYRANIDS unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.
2CP

SINGLE-MINDED ANNIHILATION

Tyranids Stratagem

The Hive Mind invests its warrior-forms with but a single imperative: kill.

Use this Stratagem at the end of your Shooting phase. Select a TYRANIDS INFANTRY unit from your army – that unit can immediately shoot again.
1CP

GRISLY FEAST

Tyranids Stratagem

The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.

Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6" of that unit in this phase.
2CP

PATHOGENIC SLIME

Tyranids Stratagem

Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.

Use this Stratagem at the start of your Shooting phase. Select a TYRANIDS MONSTER from your army. Increase the Damage of its attacks by 1 for this phase.
3CP

SPOREFIELD

Tyranids Stratagem

Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.

Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
1CP

INVISIBLE HUNTER

Tyranids Stratagem

Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.

Use this Stratagem in your Movement phase. Select a LICTOR from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.
1CP

POWER OF THE HIVE MIND

Tyranids Stratagem

The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.

Use this Stratagem at the end of your Psychic phase. Select a TYRANIDS PSYKER unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
1CP

PHEROMONE TRAIL

Tyranids Stratagem

Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.

Use this Stratagem when a TYRANIDS INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6" of the LICTOR and more than 9" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability.
2CP

DEATH FRENZY

Tyranids Stratagem

Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.

Use this Stratagem when a TYRANIDS CHARACTER from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.
1CP

OVERRUN

Tyranids Stratagem

A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.

Use this Stratagem when a TYRANIDS unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models).
1CP

VORACIOUS APPETITE

Tyranids Stratagem

The hunger of the Tyranids can never be satiated.

Use this Stratagem in the Fight phase when a TYRANIDS MONSTER or CHARACTER from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.
1CP

THE ENEMY BELOW

Jormungandr Stratagem

The Great Serpent attacks from below, bursting out from subterranean tunnels in the midst of its prey.

Use this Stratagem when you set up a JORMUNGANDR INFANTRY unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of RAVENERS, a MAWLOC, TRYGON or a TRYGON PRIME at the end of your Movement phase (a burrowing unit), you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3" of the burrowing unit and more than 9" from any enemy units. Any models you cannot set up in this way when you do so are destroyed.
1CP

BRUTE FORCE

Behemoth Stratagem

Behemoth’s charge crushes all in its path to bloody paste.

Use this Stratagem when a BEHEMOTH unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1" of an enemy unit. For each roll of 6 (or 2+ for a MONSTER), inflict one mortal wound on an enemy unit within 1".
1CP

WAR ON ALL FRONTS

Leviathan Stratagem

Hive Fleet Leviathan brings death from land, sea and sky.

Use this Stratagem in the Fight phase. Select an enemy unit that is within 1" of at least one LEVIATHAN unit from your army that can FLY and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for LEVIATHAN units that target that enemy unit.
3CP

CALL THE BROOD

Tyranids Stratagem

Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.

Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6" of a Broodlord or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
3CP

ADRENALINE SURGE

Tyranids Stratagem

Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.

Use this Stratagem at the end of the Fight phase. Select a TYRANIDS unit from your army – that unit can immediately fight again.
1CP

THE DEEPEST SHADOW

Kronos Stratagem

Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.

Use this Stratagem when an enemy PSYKER attempts to manifest a psychic power within 24" of a KRONOS unit from your army. Your opponent can only roll a single dice for the Psychic test.
1CP

HYPER-TOXICITY

Gorgon Stratagem

There is no defence against the toxins of Hive Fleet Gorgon.

Use this Stratagem at the start of the Fight phase. Choose a GORGON unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on wound rolls of 5+ (rather than 6+) for attacks made by that unit.
2CP

ENDLESS SWARM

Tyranids Stratagem

The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.

Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles (or any HYDRA INFANTRY unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models.
1CP

OPPORTUNISTIC ADVANCE

Kraken Stratagem

Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.

Use this Stratagem in your Movement phase when you roll the dice for an Advancing KRAKEN unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
2CP

DIGESTIVE DENIAL

Tyranids Stratagem

The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to boiling slurry.

Use this Stratagem after deployment but before the first battle round begins. Select one Area Terrain feature. Until the end of the battle, that terrain feature loses the Light Cover and Heavy Cover terrain traits.

Stratagems (Octarius: Rising Tide)

If your army is Battle-forged and includes any TYRANIDS Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, and can spend Command Points to activate them. These reflect the unique strategies used by the forces of the Hive Mind on the battlefield.

FEEDING THE HUNGER1CP
Tyranids – Battle Tactic Stratagem

The Haruspex’s instinctive need to consume is insatiable.

Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
FERAL INSTINCTS1CP
Tyranids – Battle Tactic Stratagem

Talons are unconsciously directed at throats and eyes.

Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1.
HIVE INSTINCT1CP
Tyranids – Battle Tactic Stratagem

With a psychic summons, the swarm is gathered.

Use this Stratagem at the start of your Charge phase. Select one enemy unit that is within Engagement Range of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within Engagement Range of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.
HUNTER’S DRIVE1CP
Tyranids – Battle Tactic Stratagem

Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.

Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of ranged attacks made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll.
UNEXPECTED INCURSION1CP
Tyranids – Battle Tactic Stratagem

Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
ENCEPHALIC DIFFUSION2CP
Tyranids – Epic Deed Stratagem

Glistening brain-arrays pulse with diffusive energies.

Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, that model gains the following ability: ‘Encephalic Diffusion (Aura): Each time a ranged attack is made against a friendly <HIVE FLEET> unit within 6" of this model, subtract 1 from the Strength characteristic of that attack (to a minimum of 1).’
SYNAPTIC CHANNELLING1CP
Tyranids – Epic Deed Stratagem

Individuality is a disadvantage that Tyranids surpass.

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.
BURIED THREATS1CP
Tyranids – Strategic Ploy Stratagem

Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.

Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit Remains Stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
GRASPING TENDRILS1CP
Tyranids – Strategic Ploy Stratagem

None escape the deadly reach of these toxic appendages.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within Engagement Range of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.
PSYCHIC FISSURE2CP
Tyranids – Strategic Ploy Stratagem

The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, all <HIVE FLEET> SYNAPSE units from your army gain the following ability: ‘Psychic Fissure (Aura): While an enemy unit is within 12" of this unit, each time a Psychic test is taken for that enemy unit and the test is failed, that enemy unit suffers D3 mortal wounds.’
SAVAGE DISTRACTION1CP
Tyranids – Strategic Ploy Stratagem

With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent’s next Shooting phase, that <HIVE FLEET> unit gains the following ability: ‘Savage Distraction (Aura): While an enemy unit is within 6" of this unit, each time a model in that enemy unit makes a ranged attack against another unit from your army, subtract 1 from that attack’s hit roll.’
SKYSWARM FUSILLADE1CP
Tyranids – Strategic Ploy Stratagem

The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.

Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.
SURPRISE AMBUSH1CP
Tyranids – Strategic Ploy Stratagem

Lictors can approach within feet of their prey unnoticed.

Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn:
  • Enemy units cannot fire Overwatch at that unit.
  • Add 1 to charge rolls made for that unit.
SYMBIOTIC DEVASTATION1CP
Tyranids – Strategic Ploy Stratagem

In thrall to its symbiote, the Exocrine obeys its every will.

Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army that has not Advanced during this turn; until the end of that phase, that unit is treated as having Remained Stationary.
AGGRESSIVE ADAPTATION1CP
Tyranids – Wargear Stratagem

Biomorphic resin sharpens at the touch of enemy blood.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1. Each unit can only be affected by this Stratagem once per battle.
UNYIELDING CHITIN1CP
Tyranids – Wargear Stratagem

At a synaptic stimulus, carapaces thicken to become as dense as stone.

Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving a ranged attack against that unit, reduce the Damage characteristic of that attack by 1 (to a minimum of 1).

Hive Mind Discipline

Tyranid psyker-beasts draw their horrific powers from a fragment of the Hive Mind’s gestalt will. They can utilise this psychic might to empower their lesser kin, or obliterate the minds of their opponents with skull-shattering force.

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Hive Mind discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

D6PSYCHIC POWER
1

DOMINION

The Tyranid uses its prodigious psychic strength to channel and amplify the will of the Hive Mind.

Dominion has a warp charge value of 5. If manifested, select a friendly TYRANIDS unit within 36" of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.

2

CATALYST

Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds.

Catalyst has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.

3

THE HORROR

The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.

The Horror has a warp charge value of 6. If manifested, select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.

4

ONSLAUGHT

The synapse creature reaches out its mind and seizes control of the lesser creatures’ weapon symbiotes, guiding their fire whilst simultaneously driving the swarms towards the enemy at a breakneck pace.

Onslaught has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting Heavy weapons, or Advancing and shooting Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).

5

PAROXYSM

The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.

Paroxysm has a warp charge value of 5. If manifested, choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

6

PSYCHIC SCREAM

Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.

Psychic Scream has a warp charge value of 5. If manifested, the nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.


Hive Fleet Psychic Powers

Just as individual broods display varying genetic adaptations and swarms adopt different strategies, so do the hive fleets’ psyker-beasts manifest fragments of the Hive Mind’s gestalt will in diverse, predatory ways.

All <HIVE FLEET> PSYKER models can know the psychic power of their respective Hive Fleet. Instead of generating a psychic power from the Hive Mind discipline, a <HIVE FLEET> PSYKER can instead know the appropriate Hive Fleet psychic power from the list below.

Behemoth: Unstoppable Hunger

The Hive Mind siphons into its organisms a tiny portion of Behemoth’s insatiable and aeons-long hunger. Filled with an aching void, claws and talons rend ever more desperately in their need to feed.

Blessing: Unstoppable Hunger has a warp charge value of 7. If manifested, select one friendly BEHEMOTH unit within 9" of this PSYKER. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.

Gorgon: Poisonous Influence

The synapse creature radiates a pulsed imperative which triggers the semi-sentient spores of Gorgon’s bio-horrors, guiding the secretion of venom laced with a seeping psychic miasma.

Blessing (Aura): Poisonous Influence has a warp charge value of 6. If manifested, until the start of your next Psychic phase, while a friendly GORGON unit is within 9” of this PSYKER, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1.

Hydra: Death Shriek

Amplifying the psychic death cry of Hydra’s progeny to horrifying levels, the Hive Mind causes excruciating physical and psychic trauma in those who resist its predations.

Blessing (Aura): Death Shriek has a warp charge value of 5. If manifested, until the start of your next Psychic phase, each time a friendly HYDRA model within 6" of this PSYKER is destroyed, if that destroyed model is also within 6" of any enemy units, roll one D6: on a 6, after the attacking unit has resolved all of its attacks, the closest enemy unit to that destroyed HYDRA model suffers 1 mortal wound.

Jormungandr: Lurking Maws

The Hive Mind extends a psychic summons, and calls upon Jormungandr’s embedded and waiting broods. Mindlessly converging via synaptic imperative, their sudden and frenzied attacks spell the foe’s end.

Malediction: Lurking Maws has a warp charge value of 6. If manifested, select one enemy unit that is visible to this PSYKER. Until the end of the turn, when resolving an attack against that unit made by a model in a friendly JORMUNGANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.

Kraken: Synaptic Lure

Drawing upon Kraken’s strategic cunning, the Hive Mind projects a psychic marker upon an identified threat. Unknowingly radiating an irresistible lure to every nearby brood, the enemy is doomed.

Malediction: Synaptic Lure has a warp charge value of 5. If manifested, select one enemy unit. Until the end of the turn, when a charge roll is made for a charge made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.

Kronos: Symbiostorm

The Hive Mind delves into the neural mesh between Kronos’ organisms and their symbiotes. Guided by its majestic will, a deluge of shrieking bio-matter reaches out unerringly towards the Tyranids’ prey.

Blessing: Symbiostorm has a warp charge value of 6. If manifested, select one friendly KRONOS unit within 12" of this PSYKER. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit.

Leviathan: Hive Nexus

The Hive Mind funnels Leviathan’s sophisticated synaptic network through its conduits, enforcing its gestalt will among the hive fleet’s lesser organisms.

Blessing: Hive Nexus has a warp charge value of 6. If manifested, until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18", instead of 12".


Warlord Traits

Tyranid leader-beasts have experienced centuries of combat, and are reborn upon death with every vestige of their battlefield knowledge intact. Cunning, adaptable and created to sow the destruction of entire worlds, these creatures are truly the stuff of nightmares.

If a TYRANIDS CHARACTER is your Warlord, it can generate a Warlord Trait from the following table instead of the one in the Warhammer 40,000 rulebook. You can either roll on the table below to randomly generate a Warlord Trait, or you can select the one that best suits its background.

D6WARLORD TRAIT
1

ALIEN CUNNING

This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.

At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll off. The player that wins the roll-off decides who sets up their unit(s) first.

2

HEIGHTENED SENSES

Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.

Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when firing Overwatch).

3

SYNAPTIC LYNCHPIN

This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.

Add 6" to the range of the Warlord’s Synapse ability.

4

MIND EATER

This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.

Each time the Warlord slays an enemy CHARACTER in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.

5

INSTINCTIVE KILLER

This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.

At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same datasheet (for example, all Intercessor Squads or all units of Nobz etc.).

6

ADAPTIVE BIOLOGY

The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.

From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.


Hive Fleet Warlord Traits

If you wish, you can pick a Hive Fleet Warlord Trait from the list below instead of the Tyranid Warlord Traits to the left, but only if your Warlord is from the relevant hive fleet.
HIVE FLEETTRAIT
BehemothMonstrous Hunger:

The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.

Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage. 
KrakenOne Step Ahead:

There is no move the prey can make that this Warlord has not foreseen.

In each Fight phase, you can pick one friendly KRAKEN unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. 
LeviathanPerfectly Adapted:

ThisWarlord was created for one purpose – to completely eradicate the defenders of this world.

Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord. 
GorgonLethal Miasma:

The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.

At the end of the Fight phase, roll a D6 for each enemy unit within 1" of the Warlord. On a 4+ that unit suffers a mortal wound
JormungandrInsidious Threat:

This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.

Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly JORMUNGANDR units within 3" of the Warlord. 
HydraEndless Regeneration:

Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.

At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6, your Warlord regains a wound lost earlier in the battle. 
KronosSoul Hunger:

This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.

Whenever an enemy PSYKER fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds

Named Characters and Warlord Traits

The mightiest creatures spawned by the Hive Mind have each been created with a specific purpose. If one of the following named characters is your Warlord, they must be given the associated Warlord Trait shown below.
NAMED CHARACTERWARLORD TRAIT
DeathleaperMind Eater 
Old One EyeAdaptive Biology 
The Red TerrorHeightened Senses 
The SwarmlordAlien Cunning 


Adaptive Physiology

The Hive Mind is a vast, galaxy-spanning intelligence, unhampered by the petty boundaries of mortality that benights the galaxy’s other races. If a brood of weapon-beasts or a near-mindless monstrosity has proved advantageous, its traits and adaptations – once reabsorbed by the hive fleets – will be born anew.

If a TYRANIDS CHARACTER is your WARLORD, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one TYRANIDS unit from your army. To do so, before the battle begins select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army, and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Named characters cannot be given an Adaptive Physiology. Write down any Adaptive Physiologies your models have on your army roster.

If you have a TYRANIDS CHARACTER in your army, you also have access to the Progeny of the Hive Stratagem below:

PROGENY OF THE HIVE1CP
Tyranids – Requisition Stratagem

Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.

Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.

Infantry Adaptive Physiologies

If you selected an INFANTRY unit, you can select from the following list of Adaptive Physiologies.

Abhorrent Pheremones

The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.

Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within Engagement Range of this unit.

Adrenal Webs

With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.

When this unit consolidates, it can move up to 2D6" instead of 3".

Dynamic Camouflage

Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.

Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.

Enhanced Resistance

The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.

When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.

Unnatural Reactions

This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.

  • This unit can perform Heroic Interventions as if it were a CHARACTER.
  • This unit is eligible to perform a Heroic Intervention if it is within 6" horizontally and 5" vertically of any enemy unit, instead of 3" horizontally and 5" vertically.
  • Each time this unit performs a Heroic Intervention, models in this unit can move up to 6".
  • All other rules for Heroic Interventions apply.

Monster Adaptive Physiologies

If you selected a MONSTER model, you can select from the following list of Adaptive Physiologies.

Accelerated Digestion

The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.

In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound. No more than 3 lost wounds can be regained as a result of this rule in any one turn.

Dermic Symbiosis

This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.

  • This model has a 5+ invulnerable save.
  • If this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Murderous Size

Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.

Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1 (e.g. AP 0 becomes AP -1).

Synaptic Enhancement

Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.

This model gains the Shadow in the Warp and Synapse abilities, and gains the SYNAPSE keyword.

Voracious Ammunition

Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.

At the end of your Shooting phase, select one enemy unit that had one or more models destroyed this phase as a result of an attack made by this model. That unit suffers D3 mortal wounds.


Hive Mind Synaptic Link

Each biomorph of the hive fleet has been created by the Hive Mind with the express purpose of destroying and consuming any obstacles that stand in its path. With that goal in mind, each adaptation brings with it its own unique set of genetic gifts, and some are able to share these abilities through the synaptic linkages that connect them directly to the rest of their kind.

The rules in this section supplement those found in Codex: Tyranids and can be used in any open play, narrative play or matched play game. Over the next pages are a number of upgrades that can be purchased for the SYNAPSE units in your Tyranids army, each representing these biomorphs’ unique capabilities. Through these, Tyranids players can leverage the Hive Mind’s synergistic connections in new and engaging ways.

SYNAPTIC LINK ABILITIES
Synaptic Link abilities are a new type of ability and are labelled with the tag ‘Synaptic Link’, for example ‘Mastery of the Shadows (Synaptic Link)’.

These abilities can affect friendly units within Synaptic Link Range, as described below.

To use a Synaptic Link ability, in your Command phase, select one friendly <HIVE FLEET> unit that has not been selected for a Synaptic Link ability this turn and that is within Synaptic Link Range of the <HIVE FLEET> SYNAPSE unit that is using the ability. Until the start of your next Command phase, the selected unit is affected by that ability.

Note that the unit with the Synaptic Link ability itself is not affected by that ability, unless it is the unit you select in your Command phase for that ability.

If your army is Battle-forged and includes any TYRANIDS Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then when you muster your army, you can upgrade any of the SYNAPSE units from your army with a Synaptic Link ability.

When you upgrade a SYNAPSE unit, its Power Rating is increased by 1. If you are playing a matched play game, or a game that uses a points limit, then the points value of that unit is also increased by the amount shown in the same table. Make a note on your army roster when you upgrade a SYNAPSE unit.

The Synaptic Link ability that a unit can be upgraded with is dependent upon what unit is being upgraded, as shown in the table to the right. The same Synaptic Link ability can be purchased multiple times, but each unit can only be upgraded once.

UNITSYNAPTIC LINK ABILITYPOINTS
BroodlordMastery of the Shadows+15
Hive TyrantMalicious Direction+15
MaleceptorFocal Essence+15
NeurothropePsychic Creep+15
TervigonWeaponised Gestation+15
Trygon PrimeFeed+15
Tyranid PrimeUnchecked Ferocity+15
Tyranid WarriorsBioweapon Bond+15
ZoanthropesPsychic Channeling+10

A Crusade force cannot start with any upgraded SYNAPSE units - to include one in a Crusade force, you must use the Synaptic Link Requisition.

The number of Synaptic Link abilities that you can use per battle round is dependent on the size of the battle, as shown in the table below.

BATTLE SIZENUMBER OF SYNAPTIC LINK ABILITIES ALLOWED
Combat Patrol1
Incursion2
Strike Force3
Onslaught4

Synaptic Link Abilities


Synaptic Link Range

All of these abilities refer to selecting a unit that is within Synaptic Link Range of the unit with the ability. When selecting a unit within Synaptic Link Range of a <HIVE FLEET> SYNAPSE unit, you can select any unit that is within 12" of that unit, as shown below:

In this example, the Termagants are within Synaptic Link Range of the Broodlord, while the Hormagaunts are not. When selecting a unit for the Broodlord’s Mastery of the Shadows ability, the player can only select the Termagants.

If, however, there are any other friendly <HIVE FLEET> SYNAPSE units that are also within 12" of that unit, then you can instead select one of the units that is within 12" of any of those <HIVE FLEET> SYNAPSE units, as shown below:

In this example, the Hive Tyrant, which is also a <HIVE FLEET> SYNAPSE unit, is within 12" of the Broodlord. As such, when selecting a unit for the Broodlord’s Mastery of the Shadows ability, the player can select any unit within 12" of either the Broodlord or the Hive Tyrant, which in this case is the Termagants or the Genestealers.

If those <HIVE FLEET> SYNAPSE units also have other <HIVE FLEET> SYNAPSE units within 12" of themselves, then they increase the area over which units can be selected from in the same manner. This continues for as long as there are friendly <HIVE FLEET> SYNAPSE units within range of one another, as shown below:

In this example, the Zoanthrope, which is a <HIVE FLEET> SYNAPSE unit, is within 12" of the Hive Tyrant, which is itself within 12" of the Broodlord. As such, when selecting a unit for the Broodlord’s Mastery of the Shadows ability, the player can select any unit within 12" of either the Broodlord, the Hive Tyrant or the Zoanthrope, which in this case is the Termagants or the Genestealers.

Note that while the Tervigon is a <HIVE FLEET> SYNAPSE unit, it is not within 12" of the Broodlord. As such, even though the Hormagaunts are within 12" of the Tervigon, they cannot be selected for the Broodlord’s Mastery of the Shadows ability.

Broodlord (Synaptic Link)

Broodlords have an innate understanding of how to conceal themselves. They can imbue this knowledge into Genestealers around them.

  • Models in this unit are treated as having the benefits of Light Cover and Heavy Cover.
  • Each time a ranged attack is made against this unit (excluding MONSTER units), if the attacker is more than 12" away, then this unit is treated as having the benefits of Dense Cover.
Hive Tyrant (Synaptic Link)

These malicious creatures are alone amongst their species in exhibiting some small degree of autonomy, allowing them the ability to coordinate the actions of the other hive fleet creatures, reacting aggressively to new threats as they present themselves.

Each time a model in this unit makes a pile-in move, it can move up to an additional 3" (to a maximum of 6").
Maleceptor (Synaptic Link)

While these towering battering rams lack the gift of sight, the Hive Mind has granted them the power to sense their surroundings with their prodigious psychic abilities. On the battlefield, this allows them to identify the weak points of enemy forces in a way that no other adaptation can.

Each time a model in this unit makes an attack:
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • You can re-roll the damage roll.
Neurothrope (Synaptic Link)

Such is a Neurothrope’s extraordinary psychic strength, its mere presence is enough to induce an enormous sense of dread in the enemy.

This unit has the following ability:

Psychic Creep (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit and subtract 1 from Combat Attrition tests taken for that enemy unit.’
Tervigon (Synaptic Link)

In much the same way as this hulking monstrosity acts as an incubator for others of its ravenous kind, it is able to germinate more voracious strains of the living ammunition used by all Tyranid ranged weaponry.

Each time a model in this unit makes a ranged attack, you can re-roll an unmodified wound roll of 1-2.
Trygon Prime (Synaptic Link)

The Trygon Prime feeds psychic energy into nearby Tyranids, urging them on to viciously counter-attack the enemy.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Tyranid Prime (Synaptic Link)

Tyranid Primes are paragons of destruction. Such is their martial prowess that it can be imprinted onto other bioforms.

Each time a melee attack is made by a model in this unit, an unmodified hit roll of 6 automatically wounds the target.
Tyranid Warriors (Synaptic Link)

Some Tyranids are much more biologically sophisticated. They are capable of handling their weapons with greater skill, acting as examples to others in their vicinity.

Each time an attack is made by a model in this unit, add 1 to that attacks hit roll.
Zoanthropes (Synaptic Link)

Zoanthropes can use their psychic power to connect to a node creature in a brood and funnel their energies through it.

Each time a Psychic test is taken for this unit, roll one additional D6 and discard one of the dice.


Codex Supplement: Leviathan

Below you will find Warlord Traits, Relics and Stratagems for TYRANID <HIVE FLEET> units that are drawn from Hive Fleet Leviathan.
Codex: Tyranids describes how certain TYRANID units belong to a hive fleet, and how you can use the <HIVE FLEET> keyword to specify where such a unit is drawn from. The rules in the following section are for units that are from LEVIATHAN.

Some rules in this section refer to a LEVIATHAN Detachment. This is one that only includes units with the LEVIATHAN keyword.

Warlord Traits

If a LEVIATHAN CHARACTER model is your WARLORD, you can use the Leviathan Traits table below to determine what Warlord Trait they have instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

SWARM LEADER

This leader-beast can dominate the minds of its lesser warrior-organisms, directing their attacks with devastating precision.

In your Command phase, select one friendly LEVIATHAN INFANTRY, LEVIATHAN BEAST or LEVIATHAN SWARM unit within 9" of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, you can re-roll the hit roll.

2

STRATEGIC ADAPTATION

This leader-beast epitomises Leviathans strategy of attacking on all fronts, ensuring that the foe is never sure where the main thrust of an attack will come from.

After both players have deployed their armies, but before the first battle round begins, select up to two LEVIATHAN units from your army that are in your deployment zone and redeploy them (you cannot select this WARLORD). If the mission uses the Strategic Reserves rules, any of those units can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off; the winner chooses who redeploys their units first.

3

GESTALT COMMANDER

Hive Fleet Leviathan shares the strongest synaptic link with the Hive Mind, and can call upon the experiences of any other Tyranid leader-beast.

At the start of each battle round, select one Warlord Trait from the Hive Fleet Warlord Traits for this WARLORD (you cannot select Perfectly Adapted or any Warlord Trait that a model in your army already has). Until the end of that battle round, this WARLORD has the selected Warlord Trait - replace all instances of a hive fleet’s keyword on that Warlord Trait (if any) with LEVIATHAN.


Relics

If your army is led by a LEVIATHAN WARLORD, you can, when mustering your army, give one of the following Bio-artefacts of the Tyranids to a LEVIATHAN CHARACTER model from your army instead of giving them another Relic. Note that some Bio-artefacts replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear that is being replaced. Write down any Bio-artefacts of the Tyranids your models have on your army roster.

BIOMORPHIC CARAPACE

This chitinous second skin swiftly adapts to all kinds of enemy attacks, rendering them useless and protecting the warrior-organism it envelops from harm.

Each time an attack is made against the bearer, subtract 1 from that attack’s wound roll.

THE VOID CROWN

This symbiotic creature amplifies the warrior-organisms ability to harness the power of the Hive Mind, sitting spider-like across its brain.

PSYKER model only.

  • The bearer knows one additional power from the Hive Mind discipline.
  • If the bearer attempts to use a psychic action in your Psychic phase, it can still attempt to manifest one psychic power during that phase.
  • Each time a Psychic test is made for the bearer, on an unmodified result of 9+, that psychic power or psychic action cannot be denied.

SYNAPTIC HIVE BLADES

Thrumming with the raw power of the Hive Mind, these blades can disrupt energy fields and pass through all kinds of armour and shields with ease.

Model with boneswords or monstrous boneswords only. Each time the bearer makes a melee attack with their boneswords or monstrous boneswords, invulnerable saving throws cannot be made against that attack.

ADAPTIVE NEURAL LOBE

This second brain is constantly sifting through battlefield stimuli. Its whole purpose is to develop counter-tactics in response to the hive fleet’s enemies.

While the bearer is on the battlefield, each time your opponent spends a Command point to use a Stratagem, you can roll one D6: on a 5+, you gain 1 Command point.


Stratagems

If your army includes any Leviathan Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to these Stratagems, and can spend CPs to use them.

RELENTLESS FLURRY1CP/2CP
Leviathan – Battle Tactic Stratagem

Leviathan swarms seek to overwhelm their prey in a flurry of attacks from every angle.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a LEVIATHAN unit from your army to shoot or fight. Until the end of the phase, each time an attack is made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit (if that unit currently contains 11 or more models, then it scores 2 additional hits instead). If that unit is a GENESTEALER unit, this Stratagem costs 2CP; otherwise, it costs 1CP.
QUESTING TENDRILS1CP
Leviathan – Battle Tactic Stratagem

Leviathan does not attack on one front, but seeks to outflank and encircle its prey with several questing tendrils.

Use this Stratagem in your second Movement phase, when you set up a LEVIATHAN unit from your army that has arrived from Strategic Reserves. You can set that unit up as if it was battle round 3.
ALPHA LEADER-BEAST1CP
Leviathan – Requisition Stratagem

This leader-beast possesses a superior ability to out-think its prey, and the Hive Mind has used it to overthrow countless star systems.

Use this Stratagem before the battle, when mustering your army, after nominating a LEVIATHAN CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Leviathan Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
ANIMATED BY THE HIVE MIND1CP
Leviathan – Epic Deed Stratagem

Even though a creature’s autonomous cerebral functions have ceased, the Hive Mind - through its own indomitable will - is able to animate the dead flesh.

Use this Stratagem in any phase, when a LEVIATHAN MONSTER model from your army (excluding TITANIC models) is destroyed. If that model has an ability that is triggered on a dice roll upon its destruction (e.g. Death Throes) do not roll to see if that ability is triggered: it does so automatically.
SYNAPTIC DOMINATION1CP
Leviathan – Epic Deed Stratagem

The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.

Use this Stratagem in your Psychic phase. Select one friendly LEVIATHAN SYNAPSE unit from your army, then select one friendly LEVIATHAN non-SYNAPSE unit from your army. Until the start of your next Psychic phase, while that SYNAPSE unit is on the battlefield, that non-SYNAPSE unit always counts as being within range of that SYNAPSE unit for the purposes of the Synapse and Instinctive behaviour abilities.
CONTROL OF THE SWARM1CP
Leviathan – Epic Deed Stratagem

Should one leader-beast be slain, the Hive Mind will simply subsume the mind of another chosen vessel.

Use this Stratagem if a LEVIATHAN WARLORD from your army is destroyed. You can immediately select another LEVIATHAN SYNAPSE CHARACTER model from your army that does not have a Warlord Trait, then select a Warlord Trait that no model in your army has (this must be a Warlord Trait that the model you just selected can have). Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your original WARLORD is destroyed, those rules are not triggered until after your new WARLORD is destroyed.
HIVE MIND IMPERATIVE1CP
Leviathan – Strategic Ploy Stratagem

The synaptic control exerted by Leviathan leader-beasts is so absolute that lesser beings can sometimes act at the behest of several consciousnesses.

Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army that is within 12" of a friendly LEVIATHAN SYNAPSE unit. Until the start of your next Command phase:
  • The unit you selected gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.
  • If the unit you selected performs an action, it can shoot without that action failing.
HYPER ADAPTATION2CP
Leviathan – Strategic Ploy Stratagem

Leviathan is the latest creation of the Hive Mind, but it has billions of years of previous adaptations it can draw upon to modify the hunting style of its latest warrior-organisms.

Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army, then select one Hive Fleet Adaptation. Until the end of the turn, models in that unit have the selected Hive Fleet Adaptation, instead of the Synaptic Imperative Hive Fleet Adaptation.
THE VOID IN THE WARP1CP
Leviathan – Strategic Ploy Stratagem

The Shadow in the Warp cast by Leviathan is darker than those of other hive fleets, rendering their prey's attempts to harness otherworldly powers a hopeless cause.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any LEVIATHAN SYNAPSE units from your army, roll one D6: on a 4+, that psychic power is denied.
BIO-ADAPTED BORER GRUBS1CP/2CP
Leviathan – Wargear Stratagem

The Hive Mind has adapted a borer beetle that is perfectly formed to annihilate this world’s native fauna. Indeed, the beetles are far more complex biocreatures than the warrior-organisms that bear them to battle.

Use this Stratagem in your Shooting phase when a LEVIATHAN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a fleshborer or fleshborer hive, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target in addition to the normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem). If that unit is a TYRANNOFEX, this Stratagem costs 2CP; otherwise, it costs 1CP. You cannot use this Stratagem and the Scorch Bugs Stratagem on the same unit during the same phase.


Crusade Rules

In this section you’ll find additional rules for playing Crusade battles with the forces of the Tyranids, such as Agendas, Battle Traits, Requisitions and Crusade Relics that are bespoke to TYRANID <HIVE FLEET> units. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

While perfect for use in a Pankallis Assault campaign, they are not limited to such a campaign, and can be used for any Tyranids Crusade force. Note, however, that these rules do not apply to a Genestealer Cult Crusade force or any GENESTEALER CULTS units.

Agendas

If your Crusade army includes any TYRANIDS <HIVE FLEET> units, you can select one Agenda from the Tyranids Agendas listed here. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

RECOVER BIOMASS
Tyranids Agenda

Slay every prey-creature and return their biomass so that the next wave of warrior-organisms can be created.

At the end of the battle, if there are no enemy models remaining on the battlefield, each TYRANIDS <HIVE FLEET> unit from your army that is on the battlefield gains 3 experience points.
TYRANNOFORM PREY-WORLD
Tyranids Agenda

In preparation for the complete assimilation of biomass on this prey-world, it is necessary to seed Tyranid structures on the battlefield, such as spore casters and digestion pools.

Keep a Tyrannoform Prey-world tally for each unit from your army. Add 1 to a unit’s Tyrannoform Prey-world tally each time it successfully completes the Implant Tyrannoform Seed action (see below). If you selected this Agenda, then TYRANIDS <HIVE FLEET> INFANTRY units in your army can attempt the following action:

Implant Tyrannoform Seed (Action): One TYRANIDS <HIVE FLEET> INFANTRY unit (excluding CHARACTER units) from your army can start to perform this action at the end of your Movement phase if it is more than 12" from any Implanted Tyrannoform Seed objective marker (see below). This action is completed at the end of your turn. Once completed, place an objective marker anywhere within 1" of the unit that completed this action. This objective marker represents an Implanted Tyrannoform Seed, but does not count as an objective marker for any rules purposes other than for this Agenda.’

Each unit gains a number of experience points equal to double their Tyrannoform Prey-world tally. If, at the end of the battle, there are three Implanted Tyrannoform Seed objective markers on the battlefield, one wholly within your deployment zone, one wholly within your opponent’s deployment zone and one more than 6" from either player’s deployment zone, you gain 1 additional Requisition point.

Requisitions

If your Crusade force includes any TYRANIDS <HIVE FLEET> units, you can spend Requisition points (RPs) on any of the following Requisitions in addition to those presented in the Warhammer 40,000 Core Book.

ADAPT WARRIOR-ORGANISMS1RP

The Hive Mind can absorb the biomass of its warrior-organisms before changing their physiologies and adapting them in order to defeat a new foe.

Purchase this Requisition at any time. Select one TYRANIDS <HIVE FLEET> 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.
THE WILL OF THE HIVE MIND1RP

The gestalt consciousness of the Great Devourer is vast, and capable of coordinating galactic-wide invasions, driving its swarm with countless imperatives.

Purchase this Requisition at the Select Agendas step of the battle. You can select one additional Agenda to use during this battle (one of your Agendas must be selected from the Tyranids Agendas, see above).
SYNAPTIC LINK1RP

The Hive Mind will implant bioforms with synaptic links and adaptations if it deems such actions necessary to consume a world.

Purchase this Requisition when a SYNAPSE unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank, if it does not have a Synaptic Link Upgrade. That unit is upgraded with its relevant Synaptic Link ability; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.

Battle Traits

When a TYRANIDS <HIVE FLEET> unit gains a Battle Trait, you can use one of the tables below instead of one of the tables in the Warhammer 40,000 Core Book to determine what Battle Trait the unit has gained. To do so, roll one D6 and consult the appropriate table, or choose a Battle Trait from the appropriate table that tells the best narrative for your unit. All the normal rules for Battle Traits apply (e.g. a unit cannot have the same Battle Trait more than once). As with any Battle Honour, make a note on the unit’s Crusade card when it gains a Battle Trait and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

<HIVE FLEET> UNITS (EXCLUDING SYNAPSE UNITS)
D6TRAIT
1Ravenous Strength

These warrior-organisms are possessed of a ravenous hunger, lending their blows tremendous alien-strength in their eagerness to tear and rend flesh.

Each time this unit fights, if it made a charge move or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.
2Enhanced Senses

The sensory organs of this brood have been adapted so that no prey can hide from them.

Each time a model in this unit makes an attack, until that attack is resolved, you can ignore any or all WS, BS or hit roll modifiers.
3Synaptic Instincts

Even when not guided directly by the will of the Hive Mind, this swarm does not revert to its baser instincts.

This SWARM unit loses its Instinctive Behaviour ability.
4Biomorphic Physiology

This brood has faced this particular prey before, and the Hive Mind has adapted the brood’s physiology to better resist incoming attacks.

Each time an attack is made against this unit:
  • If every model in this unit has a Toughness characteristic of 5 or less, an unmodified wound roll of 1-2 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
  • If every model in this unit has a Toughness characteristic of 6 or more, an unmodified wound roll of 1-3 for that attack fails, irrespective of any abilities that the weapon or the model making the attack may have.
5Fleet of Claw

These warrior-organisms move with rapid speed, the better to close the distance to their prey.

  • Each time an Advance roll is made for this unit, treat a roll of 1-2 as 3 instead.
  • Each time a charge roll is made for this unit, treat each dice roll of 1-2 as 3 instead.
6Bio-adapted Killers

The Hive Mind has adapted this swarm so that they can more quickly slaughter their prey and feast on their biomass.

Each time a model in this unit makes a melee attack, if this unit made a charge move or performed a Heroic Intervention this turn, add 1 to that attack’s hit roll.
SYNAPSE UNITS
D6TRAIT
1-2Unfathomable Terror

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

This unit has the following ability: ‘Unfathomable Terror (Aura): While an enemy unit is within 6" of this unit, subtract 2 from the Leadership characteristic of models in that enemy unit.’
3-4Psychic Shadow

Such is this creature’s psychic power that enemy sorcenes unravel in its presence.

This unit has the following ability: ‘Psychic Shadow (Aura): While a friendly <HIVE FLEET> unit is within 6" of this unit, each time a model in that <HIVE FLEET> unit would lose a wound as a result of a mortal wound in the enemy’s Psychic phase, roll one D6: on a 4+, that wound is not lost.’
5-6Synaptic Node

This creature is a synaptic conduit for the Hive Mind, extending its dominion over the lesser warrior-organisms.

Add 6" to the range of this unit’s Synapse ability.

Crusade Relics

When a TYRANIDS <HIVE FLEET> CHARACTER gains a Crusade Relic, you can instead select one of the Relics listed below. All the usual rules for selecting Crusade Relics, as described in the Warhammer 40,000 Core Book, apply.

Artificer Relics

A TYRANIDS <HIVE FLEET> CHARACTER model can be given the following Artificer Relic instead of one of the ones presented in the Warhammer 40,000 Core Book.

Spirit-leech Cortex

This cranial adaptation is seldom encountered, but when it is the leader-beast that possesses it appears to psychically drain the life from its prey, feeding off the psionic essence and gaining great strength from it.

PSYKER model only. Each time an enemy unit loses a wound as the result of a mortal wound inflicted by a psychic power manifested by the bearer:

  • The bearer regains 1 lost wound (the bearer cannot regain more than 3 lost wounds per phase).
  • Until the start of your next Psychic phase, add 1 to the bearer’s Strength characteristic (to a maximum of +3).


Antiquity Relics

A TYRANIDS <HIVE FLEET> CHARACTER model of Heroic rank or higher can be given the following Antiquity Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. Add 1 to a unit’s total Crusade points for each Antiquity Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +2.

Mortrex Implant Attack

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

  • Each time the bearer makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
  • Each time the bearer makes a melee attack, on an unmodified wound roll of 6, the target suffers 1 mortal wound in addition to the normal damage.
  • Each time the bearer fights, if one or more enemy models were destroyed by its melee attacks (excluding VEHICLE models), after the fight is resolved you can select one friendly unit of RIPPER SWARMS within 12" of the bearer that has the same <HIVE FLEET> keyword as the bearer; add 1 model to that unit (if any of the destroyed models were MONSTERS, add D3 models to the RIPPER SWARM unit instead). Models added to a unit via this rule can be set up within Engagement Range of enemy units, but only if those enemy units are already within Engagement Range of the RIPPER SWARM unit.



Bio-artefacts of the Tyranids

The bio-artefacts of the Tyranids are symbiotic organisms of astonishing complexity and rarity, objects of shattering power that can turn the tide of battle in an instant. Spawned by the Hive Mind for the sole purpose of ensuring the galaxy’s doom, each of these dread creations has sown the death of countless worlds.

If your army is led by a TYRANIDS WARLORD, you may give one of the following Bio-artefacts to a TYRANIDS CHARACTER in your army. Named characters such as the Swarmlord, Old One Eye, Deathleaper and the Red Terror cannot be given any of the following Bio-artefacts – they have their own unique mutations.

Note that some Bio-artefacts replace one of the model’s existing weapons. Where this is the case, you must, if you are playing a matched play game or are otherwise using points values, still pay the cost of the weapon that is being replaced. Write down any Bio-artefacts your models may have on your army roster.

BALETHORN CANNON

This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour.

KRONOS model with stranglethorn cannon only. The Balethorn Cannon replaces the model’s stranglethorn cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Balethorn Cannon
Balethorn Cannon
36"
Assault D6
7
-1
2
Abilities: Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable saves cannot be taken against this weapon.

CHAMELEONIC MUTATION

This chitinous plate armour is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.

KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

HYPER-ADAPTIVE BIOLOGY

Leader-beasts spawned by Hive Fleet Gorgon possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.

GORGON model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle.

INFRASONIC ROAR

Some Jormungandr bio-colossi utilise a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.

JORMUNGANDR MONSTER only. Enemy units within 6" of this model must subtract 1 from their Leadership.

MIASMA CANNON

The Tyranids utilise all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.

Model with a heavy venom cannon only. The Miasma Cannon replaces the model’s heavy venom cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Miasma Cannon
Miasma Cannon
36"
Assault D3
9
-2
3
Abilities: Blast. This weapon hits automatically if the target unit is within 8", and it always wounds targets (other than VEHICLES) on a 2+.

SCYTHES OF TYRAN

The few remaining records of the fall of Tyran speak of an alphabeast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha-beast’s every frenzied swipe.

BEHEMOTH model with monstrous scything talons only. The Scythes of Tyran replaces the model’s monstrous scything talons and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Scythes of Tyran
Scythes of Tyran
Melee
Melee
+1
-3
3
Abilities: This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.

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, a semi-sentient organism which forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the fell power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.

LEVIATHAN model with monstrous boneswords only. The Slayer Sabres replace the model’s monstrous boneswords and have the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Slayer Sabres
Slayer Sabres
Melee
Melee
User
-2
3
Abilities: A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. In addition, if an INFANTRY or BIKER model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain.

SLIMER MAGGOT INFESTATION

Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.

HYDRA model with two deathspitters with slimer maggots only. The Slimer Maggot Infestation replaces the model’s two deathspitters with slimer maggots and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Slimer Maggot Infestation
Slimer Maggot Infestation
24"
Assault 6
7
-1
1
Abilities: You can re-roll failed wound rolls for this weapon.

THE MAW-CLAWS OF THYRAX

During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.

Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.

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.

Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model.

THE REAPER OF OBLITERAX

The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.

Model with lash whip and bonesword or lash whip and monstrous bonesword only. Add the following to that weapon’s Abilities: ‘On a wound roll of 6+, this weapon inflicts double damage.’

THE YMGARL FACTOR

The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.

At the beginning of each Fight phase, roll a D3 for this model and apply the following effect for the duration of the phase.

D3Result
1+1 Strength
2+1 Attack
3+1 Toughness

ARACHNACYTE GLAND

The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.

Model with adrenal glands only. This Relic replaces adrenal glands.
  • Each time a charge roll is made for the bearer, roll one additional D6 and discard one of the dice.
  • Each time an Advance roll is made for the bearer, add 1 to the result.

PATHOGENESIS

An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins, or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.

  • Add 8" to the Range characteristic of ranged weapons the bearer is equipped with.
  • When the bearer fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.

RESONANCE BARB

Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.

PSYKER model only.
  • The bearer can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase.
  • Add 1 to Psychic tests taken for the bearer.

THE VENOMTHORN PARASITE

These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.

Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks).

XENOGENIC ACID

This oily black subtance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black biomatter.

Model with toxin sacs only. This Relic replaces toxin sacs. When resolving a melee attack made by the bearer, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.


Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Basic Bio-weapons). When this is the case, the unit may take any item from the appropriate list below.

BASIC BIO-WEAPONS

 • Scything talons

 • Spinefists

 • Deathspitter

BASIC BIO-CANNONS

 • Barbed strangler

 • Venom cannon

MELEE BIO-WEAPONS

 • Rending claws

 • Boneswords

 • Lash whip and bonesword

MONSTROUS BIO-WEAPONS

 • Monstrous rending claws

 • Monstrous boneswords

 • Lash whip and monstrous bonesword

MONSTROUS BIO-CANNONS

 • Two deathspitters with slimer maggots

 • Two devourers with brainleech worms

 • Stranglethorn cannon1

 • Heavy venom cannon1

1 A model cannot be armed with more than one of these weapons.

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Acid spray
+5
Acid spray
18"
Heavy 2D6
User
-1
D3
This weapon automatically hits its target.
This weapon automatically hits its target.
+4..10
Barbed strangler
+4..10
Barbed strangler
36"
Assault D6
5
-1
1
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Bio-acid spray
Bio-acid spray
18"
Heavy 3D6
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits its target.
Each time an attack is made with this weapon, that attack automatically hits its target.
Bio-cannon
Bio-cannon
48"
Heavy 6
8
-2
2
-
Bio-electric pulse
Bio-electric pulse
12"
Assault 6
5
0
1
-
Bio-electric pulse with containment spines
Bio-electric pulse with containment spines
12"
Assault 12
5
0
1
-
+10
Bio-plasma
+10
Bio-plasma
12"
Assault D3
7
-3
1
Blast
Blast
Bio-plasma torrent
Bio-plasma torrent
12"
Assault 2D6
7
-3
1
Each time an attack is made with this weapon, that attack automatically hits its target.
Each time an attack is made with this weapon, that attack automatically hits its target.
Bio-plasmic cannon
Bio-plasmic cannon
36"
Heavy 6
7
-3
2
-
Bio-plasmic scream
Bio-plasmic scream
18"
Assault D6
7
-4
1
Blast
Blast
Choking spores
Choking spores
12"
Assault D6
3
0
D3
Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
+0..6
Deathspitter
+0..6
Deathspitter
24"
Assault 3
5
-1
1
-
+10
Deathspitter with slimer maggots
+10
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
+2..4
Devourer
+2..4
Devourer
18"
Assault 3
4
0
1
-
+10
Devourer with brainleech worms
+10
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
Dire bio-cannon
Dire bio-cannon
48"
Heavy 8
10
-3
3
-
Drool cannon
Drool cannon
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Flamespurt
Flamespurt
10"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
+0..3
Flesh hooks
+0..3
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Fleshborer
Fleshborer
12"
Assault 1
4
0
1
-
Fleshborer hive
Fleshborer hive
18"
Heavy 20
5
0
1
-
Grasping tongue
Grasping tongue
12"
Assault 1
6
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, the bearer regains 1 lost wound.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, the bearer regains 1 lost wound.
+5..20
Heavy venom cannon
+5..20
Heavy venom cannon
36"
Assault D3
9
-2
3
Blast
Blast
+10
Impaler cannon
+10
Impaler cannon
36"
Heavy 2
8
-2
D3
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Massive toxic lashes (shooting)
Massive toxic lashes (shooting)
8"
Assault D6
User
-2
D3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
+20
Rupture cannon
+20
Rupture cannon
48"
Heavy 3
10
-3
D6
-
Shockcannon
Shockcannon
24"
Assault D3
7
-1
D3
Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Spike rifle
Spike rifle
18"
Assault 1
3
0
1
-
+5..10
Spine banks
+5..10
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
+0..2
Spinefists
+0..2
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
+3
Spinemaws
+3
Spinemaws
6"
Pistol 4
2
0
1
-
Spore mine launcher
Spore mine launcher
48"
Heavy 1
-
-
-
See Spore Mine Launcher, below
See Spore Mine Launcher, below
Spore node
Spore node
9"
Heavy 1
-
-
-
See Spore Node, below
See Spore Node, below
Stinger salvo
Stinger salvo
24"
Assault 4
5
-1
1
-
+0..15
Stranglethorn cannon
+0..15
Stranglethorn cannon
36"
Assault D6
7
-1
2
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Strangleweb
Strangleweb
8"
Assault D3
2
0
1
-
Tentaclids
Tentaclids
36"
Assault 4
5
0
1
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Toxic lashes (shooting)
Toxic lashes (shooting)
6"
Assault 2
User
0
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
+9..15
Venom cannon
+9..15
Venom cannon
36"
Assault D3
8
-2
D3
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Acid maw
Acid maw
Melee
Melee
User
-3
1
-
Bio-flail
Bio-flail
Melee
Melee
+1
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
Biostatic rattle
Biostatic rattle
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Blinding venom
Blinding venom
Melee
Melee
3
0
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
+5
Bone mace
+5
Bone mace
Melee
Melee
8
-1
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Bone sabres
Bone sabres
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to any other damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to any other damage.
+3
Boneswords
+3
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
+10
Crushing claws
+10
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Distensible jaws
Distensible jaws
Melee
Melee
User
-3
D6
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
Gargantuan scything talons
Gargantuan scything talons
Melee
Melee
+2
-3
6
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Grasping tail
Grasping tail
Melee
Melee
+1
-1
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
Grasping talons
Grasping talons
Melee
Melee
User
-1
2
-
Hierodule scything talons
Hierodule scything talons
Melee
Melee
+2
-3
D3+3
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
+3
Lash whip and bonesword
+3
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
+10
Lash whip and monstrous bonesword
+10
Lash whip and monstrous bonesword
Melee
Melee
User
-2
3
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
Lashwhip pods
Lashwhip pods
Melee
Melee
5
-1
1
Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon.
Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon.
+20
Massive crushing claws
+20
Massive crushing claws
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Massive scything sickle-talons
Massive scything sickle-talons
Melee
Melee
+1
-3
D3+3
Each time an attack is made with this weapon, you can re-roll the hit roll.
Each time an attack is made with this weapon, you can re-roll the hit roll.
Massive scything talons
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
Massive toxic lashes (melee)
Massive toxic lashes (melee)
Melee
Melee
User
-2
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
+10
Monstrous acid maw
+10
Monstrous acid maw
Melee
Melee
User
-5
D3
-
+20
Monstrous boneswords
+20
Monstrous boneswords
Melee
Melee
User
-2
3
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
+0..15
Monstrous crushing claws
+0..15
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous rending claws
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
Monstrous scything talons
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
Powerful limbs
Powerful limbs
Melee
Melee
User
-1
2
-
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Ravenous maw
Ravenous maw
Melee
Melee
User
-1
D3
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Make D3 hit rolls for each attack made with this weapon, instead of 1.
+0..2
Rending claws
+0..2
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Scything tail
Scything tail
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
Scything wings
Scything wings
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 for this weapon.
You can re-roll hit rolls of 1 for this weapon.
Shovelling claws
Shovelling claws
Melee
Melee
x2
-3
D6
-
+0..5
Thresher scythe
+0..5
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Toxic lashes (melee)
Toxic lashes (melee)
Melee
Melee
User
0
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Toxinspike
Toxinspike
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. This weapon always wounds targets (other than VEHICLES) on a 2+.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. This weapon always wounds targets (other than VEHICLES) on a 2+.
Wicked spur
Wicked spur
Melee
Melee
8
-3
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
+10
Wrecker claws
+10
Wrecker claws
Melee
Melee
x2
-3
3
If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5.
If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5.

Other Wargear

OTHER WARGEAR
ABILITIES 
+0..5
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
+0..5
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
+5
Chitin Thorns
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
+5
Chitin Thorns
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
+0..10
Enhanced Senses
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
+0..10
Enhanced Senses
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
+2
Extended Carapaces
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.
+2
Extended Carapaces
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.
+10
Spore Cysts
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.
+10
Spore Cysts
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.
+0..10
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
+0..10
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
+10
Tusks
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
+10
Tusks
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The RAVENER keyword is used in the following Tyranids datasheets:

Fast Attack

The MAWLOC keyword is used in the following Tyranids datasheets:

Heavy Support

The TRYGON keyword is used in the following Tyranids datasheets:

Heavy Support

The TRYGON PRIME keyword is used in the following Tyranids datasheets:

Heavy Support
1CP

THE ENEMY BELOW

Jormungandr Stratagem

The Great Serpent attacks from below, bursting out from subterranean tunnels in the midst of its prey.

Use this Stratagem when you set up a JORMUNGANDR INFANTRY unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of RAVENERS, a MAWLOC, TRYGON or a TRYGON PRIME at the end of your Movement phase (a burrowing unit), you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3" of the burrowing unit and more than 9" from any enemy units. Any models you cannot set up in this way when you do so are destroyed.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Pile In
When a unit piles in, you can move each model in that unit up to 3" – this is a pile-in move. Each model in the unit must finish its pile-in move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having piled in. Remember that a unit must finish any type of move in unit coherency.

  • Pile in: Move up to 3".
  • Must end closer to the closest enemy model.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
1CP

PSYCHIC BARRAGE

Tyranids Stratagem

By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.

Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.

The LICTOR keyword is used in the following Tyranids datasheets:

1CP

IMPLANT ATTACK

Tyranids Stratagem

Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.

Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model (other than a VEHICLE) that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound.
1CP

FEEDER TENDRILS

Tyranids Stratagem

Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.

Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points.
1CP

METABOLIC OVERDRIVE

Tyranids Stratagem

Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.

Use this Stratagem in your Movement phase, after moving a TYRANIDS unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.

ONSLAUGHT

The synapse creature reaches out its mind and seizes control of the lesser creatures’ weapon symbiotes, guiding their fire whilst simultaneously driving the swarms towards the enemy at a breakneck pace.

Onslaught has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting Heavy weapons, or Advancing and shooting Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).

3CP

SPOREFIELD

Tyranids Stratagem

Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.

Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
1CP

PHEROMONE TRAIL

Tyranids Stratagem

Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.

Use this Stratagem when a TYRANIDS INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6" of the LICTOR and more than 9" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
2CP

DEATH FRENZY

Tyranids Stratagem

Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.

Use this Stratagem when a TYRANIDS CHARACTER from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.
2CP

ENDLESS SWARM

Tyranids Stratagem

The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.

Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles (or any HYDRA INFANTRY unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models.
Other Wargear
 • Adrenal glands
 • Toxin sacs
1CP

OPPORTUNISTIC ADVANCE

Kraken Stratagem

Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.

Use this Stratagem in your Movement phase when you roll the dice for an Advancing KRAKEN unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
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.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

WOUND ROLL
ATTACK’S STRENGTH vs TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength TWICE (or more) than the Toughness?2+
Is the Strength GREATER than the Toughness?3+
Is the Strength EQUAL to the Toughness?4+
Is the Strength LOWER than the Toughness?5+
Is the Strength HALF (or less) than the Toughness?6+

If the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.

The SYNAPSE keyword is used in the following Tyranids datasheets:

Heavy Support

CATALYST

Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds.

Catalyst has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.

The TERMAGANTS keyword is used in the following Tyranids datasheets:

The HORMAGAUNTS keyword is used in the following Tyranids datasheets:

The GARGOYLES keyword is used in the following Tyranids datasheets:

Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The PSYKER keyword is used in the following Tyranids datasheets:

Performing a Heroic Intervention
When a unit performs a Heroic Intervention, you can move each model in that unit up to 3" – this is a Heroic Intervention move. Each model in the unit must finish its Heroic Intervention move closer to the closest enemy model. Remember that a unit must finish any type of move in unit coherency.

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.

The <HIVE FLEET> and PSYKER keywords are used in the following Tyranids datasheets:

The <HIVE FLEET> and SYNAPSE keywords are used in the following Tyranids datasheets:

Heavy Support
1CP/3CP

BOUNTY OF THE HIVE FLEET

Tyranids Stratagem

Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.

Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle.
PROGENY OF THE HIVE1CP
Tyranids – Requisition Stratagem

Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.

Use this Stratagem before the battle. Select one TYRANIDS INFANTRY unit or one TYRANIDS MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.

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

Heavy Support
ALPHA LEADER-BEAST1CP
Leviathan – Requisition Stratagem

This leader-beast possesses a superior ability to out-think its prey, and the Hive Mind has used it to overthrow countless star systems.

Use this Stratagem before the battle, when mustering your army, after nominating a LEVIATHAN CHARACTER model that is not a named character to be your WARLORD. You can generate one additional Warlord Trait for them from the Leviathan Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once.
2CP

DIGESTIVE DENIAL

Tyranids Stratagem

The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to boiling slurry.

Use this Stratagem after deployment but before the first battle round begins. Select one Area Terrain feature. Until the end of the battle, that terrain feature loses the Light Cover and Heavy Cover terrain traits.

The MALECEPTOR keyword is used in the following Tyranids datasheets:

ENCEPHALIC DIFFUSION2CP
Tyranids – Epic Deed Stratagem

Glistening brain-arrays pulse with diffusive energies.

Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, that model gains the following ability: ‘Encephalic Diffusion (Aura): Each time a ranged attack is made against a friendly <HIVE FLEET> unit within 6" of this model, subtract 1 from the Strength characteristic of that attack (to a minimum of 1).’

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

Heavy Support
HIVE MIND IMPERATIVE1CP
Leviathan – Strategic Ploy Stratagem

The synaptic control exerted by Leviathan leader-beasts is so absolute that lesser beings can sometimes act at the behest of several consciousnesses.

Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army that is within 12" of a friendly LEVIATHAN SYNAPSE unit. Until the start of your next Command phase:
  • The unit you selected gains the Objective Secured ability. If a model in that unit already has this ability, it counts as one additional model when determining control of an objective marker.
  • If the unit you selected performs an action, it can shoot without that action failing.
HYPER ADAPTATION2CP
Leviathan – Strategic Ploy Stratagem

Leviathan is the latest creation of the Hive Mind, but it has billions of years of previous adaptations it can draw upon to modify the hunting style of its latest warrior-organisms.

Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army, then select one Hive Fleet Adaptation. Until the end of the turn, models in that unit have the selected Hive Fleet Adaptation, instead of the Synaptic Imperative Hive Fleet Adaptation.
1CP

INVISIBLE HUNTER

Tyranids Stratagem

Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.

Use this Stratagem in your Movement phase. Select a LICTOR from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.

The RIPPERS keyword is used in the following Tyranids datasheets:

BURIED THREATS1CP
Tyranids – Strategic Ploy Stratagem

Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.

Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit Remains Stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
UNEXPECTED INCURSION1CP
Tyranids – Battle Tactic Stratagem

Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.
3CP

CALL THE BROOD

Tyranids Stratagem

Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.

Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6" of a Broodlord or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
2CP

RAPID REGENERATION

Tyranids Stratagem

Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.

Use this Stratagem at the end of your Movement phase. Select a TYRANIDS model from your army. It regains D3 wounds lost earlier in the battle.
QUESTING TENDRILS1CP
Leviathan – Battle Tactic Stratagem

Leviathan does not attack on one front, but seeks to outflank and encircle its prey with several questing tendrils.

Use this Stratagem in your second Movement phase, when you set up a LEVIATHAN unit from your army that has arrived from Strategic Reserves. You can set that unit up as if it was battle round 3.

The TOXICRENE keyword is used in the following Tyranids datasheets:

Heavy Support
GRASPING TENDRILS1CP
Tyranids – Strategic Ploy Stratagem

None escape the deadly reach of these toxic appendages.

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within Engagement Range of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.
SYNAPTIC CHANNELLING1CP
Tyranids – Epic Deed Stratagem

Individuality is a disadvantage that Tyranids surpass.

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.

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

1CP

POWER OF THE HIVE MIND

Tyranids Stratagem

The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.

Use this Stratagem at the end of your Psychic phase. Select a TYRANIDS PSYKER unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
SYNAPTIC DOMINATION1CP
Leviathan – Epic Deed Stratagem

The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.

Use this Stratagem in your Psychic phase. Select one friendly LEVIATHAN SYNAPSE unit from your army, then select one friendly LEVIATHAN non-SYNAPSE unit from your army. Until the start of your next Psychic phase, while that SYNAPSE unit is on the battlefield, that non-SYNAPSE unit always counts as being within range of that SYNAPSE unit for the purposes of the Synapse and Instinctive behaviour abilities.
PSYCHIC FISSURE2CP
Tyranids – Strategic Ploy Stratagem

The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, all <HIVE FLEET> SYNAPSE units from your army gain the following ability: ‘Psychic Fissure (Aura): While an enemy unit is within 12" of this unit, each time a Psychic test is taken for that enemy unit and the test is failed, that enemy unit suffers D3 mortal wounds.’
THE VOID IN THE WARP1CP
Leviathan – Strategic Ploy Stratagem

The Shadow in the Warp cast by Leviathan is darker than those of other hive fleets, rendering their prey's attempts to harness otherworldly powers a hopeless cause.

Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch attempt is made (if any). If that enemy PSYKER unit is within 24" of any LEVIATHAN SYNAPSE units from your army, roll one D6: on a 4+, that psychic power is denied.
1CP

THE DEEPEST SHADOW

Kronos Stratagem

Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.

Use this Stratagem when an enemy PSYKER attempts to manifest a psychic power within 24" of a KRONOS unit from your army. Your opponent can only roll a single dice for the Psychic test.
2CP

PATHOGENIC SLIME

Tyranids Stratagem

Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.

Use this Stratagem at the start of your Shooting phase. Select a TYRANIDS MONSTER from your army. Increase the Damage of its attacks by 1 for this phase.

The EXOCRINE keyword is used in the following Tyranids datasheets:

Heavy Support
SYMBIOTIC DEVASTATION1CP
Tyranids – Strategic Ploy Stratagem

In thrall to its symbiote, the Exocrine obeys its every will.

Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army that has not Advanced during this turn; until the end of that phase, that unit is treated as having Remained Stationary.
SKYSWARM FUSILLADE1CP
Tyranids – Strategic Ploy Stratagem

The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.

Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.
1CP

SCORCH BUGS

Tyranids Stratagem

The thoraxes of these bulbous insectoids pulse with caustic chemicals.

Use this Stratagem when a TYRANIDS unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s fleshborer or fleshborer hive attacks in that Shooting phase.
2CP

SINGLE-MINDED ANNIHILATION

Tyranids Stratagem

The Hive Mind invests its warrior-forms with but a single imperative: kill.

Use this Stratagem at the end of your Shooting phase. Select a TYRANIDS INFANTRY unit from your army – that unit can immediately shoot again.

The TYRANNOFEX keyword is used in the following Tyranids datasheets:

Heavy Support
BIO-ADAPTED BORER GRUBS1CP/2CP
Leviathan – Wargear Stratagem

The Hive Mind has adapted a borer beetle that is perfectly formed to annihilate this world’s native fauna. Indeed, the beetles are far more complex biocreatures than the warrior-organisms that bear them to battle.

Use this Stratagem in your Shooting phase when a LEVIATHAN unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack with a fleshborer or fleshborer hive, on an unmodified wound roll of 6, that attack inflicts 1 mortal wound on the target in addition to the normal damage (a maximum of 6 mortal wounds can be inflicted per phase via this Stratagem). If that unit is a TYRANNOFEX, this Stratagem costs 2CP; otherwise, it costs 1CP. You cannot use this Stratagem and the Scorch Bugs Stratagem on the same unit during the same phase.

The GENESTEALER keyword is used in the following Tyranids datasheets:

RELENTLESS FLURRY1CP/2CP
Leviathan – Battle Tactic Stratagem

Leviathan swarms seek to overwhelm their prey in a flurry of attacks from every angle.

Use this Stratagem in your Shooting phase or in the Fight phase, when you select a LEVIATHAN unit from your army to shoot or fight. Until the end of the phase, each time an attack is made by a model in that unit, an unmodified hit roll of 6 scores 1 additional hit (if that unit currently contains 11 or more models, then it scores 2 additional hits instead). If that unit is a GENESTEALER unit, this Stratagem costs 2CP; otherwise, it costs 1CP.

The TYRANID PRIME keyword is used in the following Tyranids datasheets:

The TYRANID WARRIORS keyword is used in the following Tyranids datasheets:

UNYIELDING CHITIN1CP
Tyranids – Wargear Stratagem

At a synaptic stimulus, carapaces thicken to become as dense as stone.

Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving a ranged attack against that unit, reduce the Damage characteristic of that attack by 1 (to a minimum of 1).
HIVE INSTINCT1CP
Tyranids – Battle Tactic Stratagem

With a psychic summons, the swarm is gathered.

Use this Stratagem at the start of your Charge phase. Select one enemy unit that is within Engagement Range of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within Engagement Range of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.
HUNTER’S DRIVE1CP
Tyranids – Battle Tactic Stratagem

Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.

Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of ranged attacks made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll.
SURPRISE AMBUSH1CP
Tyranids – Strategic Ploy Stratagem

Lictors can approach within feet of their prey unnoticed.

Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn:
1CP

BRUTE FORCE

Behemoth Stratagem

Behemoth’s charge crushes all in its path to bloody paste.

Use this Stratagem when a BEHEMOTH unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1" of an enemy unit. For each roll of 6 (or 2+ for a MONSTER), inflict one mortal wound on an enemy unit within 1".
1CP

CAUSTIC BLOOD

Tyranids Stratagem

Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.

Use this Stratagem at the start of a Fight phase. Select a TYRANIDS unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
1CP

VORACIOUS APPETITE

Tyranids Stratagem

The hunger of the Tyranids can never be satiated.

Use this Stratagem in the Fight phase when a TYRANIDS MONSTER or CHARACTER from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.
AGGRESSIVE ADAPTATION1CP
Tyranids – Wargear Stratagem

Biomorphic resin sharpens at the touch of enemy blood.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1. Each unit can only be affected by this Stratagem once per battle.

The HARUSPEX keyword is used in the following Tyranids datasheets:

Elites
FEEDING THE HUNGER1CP
Tyranids – Battle Tactic Stratagem

The Haruspex’s instinctive need to consume is insatiable.

Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
FERAL INSTINCTS1CP
Tyranids – Battle Tactic Stratagem

Talons are unconsciously directed at throats and eyes.

Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1.
SAVAGE DISTRACTION1CP
Tyranids – Strategic Ploy Stratagem

With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent’s next Shooting phase, that <HIVE FLEET> unit gains the following ability: ‘Savage Distraction (Aura): While an enemy unit is within 6" of this unit, each time a model in that enemy unit makes a ranged attack against another unit from your army, subtract 1 from that attack’s hit roll.’
1CP

OVERRUN

Tyranids Stratagem

A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.

Use this Stratagem when a TYRANIDS unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models).
3CP

ADRENALINE SURGE

Tyranids Stratagem

Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.

Use this Stratagem at the end of the Fight phase. Select a TYRANIDS unit from your army – that unit can immediately fight again.
1CP

HYPER-TOXICITY

Gorgon Stratagem

There is no defence against the toxins of Hive Fleet Gorgon.

Use this Stratagem at the start of the Fight phase. Choose a GORGON unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on wound rolls of 5+ (rather than 6+) for attacks made by that unit.
1CP

WAR ON ALL FRONTS

Leviathan Stratagem

Hive Fleet Leviathan brings death from land, sea and sky.

Use this Stratagem in the Fight phase. Select an enemy unit that is within 1" of at least one LEVIATHAN unit from your army that can FLY and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for LEVIATHAN units that target that enemy unit.
1CP

GRISLY FEAST

Tyranids Stratagem

The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.

Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6" of that unit in this phase.

The TITANIC keyword is used in the following Tyranids datasheets:

Lords of War
ANIMATED BY THE HIVE MIND1CP
Leviathan – Epic Deed Stratagem

Even though a creature’s autonomous cerebral functions have ceased, the Hive Mind - through its own indomitable will - is able to animate the dead flesh.

Use this Stratagem in any phase, when a LEVIATHAN MONSTER model from your army (excluding TITANIC models) is destroyed. If that model has an ability that is triggered on a dice roll upon its destruction (e.g. Death Throes) do not roll to see if that ability is triggered: it does so automatically.

The LEVIATHAN, SYNAPSE and CHARACTER keywords are used in the following Tyranids datasheets:

Heavy Support
CONTROL OF THE SWARM1CP
Leviathan – Epic Deed Stratagem

Should one leader-beast be slain, the Hive Mind will simply subsume the mind of another chosen vessel.

Use this Stratagem if a LEVIATHAN WARLORD from your army is destroyed. You can immediately select another LEVIATHAN SYNAPSE CHARACTER model from your army that does not have a Warlord Trait, then select a Warlord Trait that no model in your army has (this must be a Warlord Trait that the model you just selected can have). Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your original WARLORD is destroyed, those rules are not triggered until after your new WARLORD is destroyed.
Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Heavy Cover
When an attack made with a melee weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack unless the model that the attack is allocated to made a charge move this turn (invulnerable saving throws are not affected).

  • +1 to saving throws against melee weapons unless model has made a charge move this turn.
  • Invulnerable saving throws unaffected.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Limit
An army’s size and relative power can also be described with a points limit instead of a Power Level — the bigger this limit, the larger and more powerful an army is. To use a points limit, you will first need to agree with your opponent what the points limit for your battle will be. Both players can use the same limit, but this does not need to be the case. You will then need to add up the points values for every unit in your army, and make sure the total does not exceed the agreed points limit for the game.

  • Points limit: Sum of all points values in army cannot exceed this.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
SYNAPTIC LINK1RP

The Hive Mind will implant bioforms with synaptic links and adaptations if it deems such actions necessary to consume a world.

Purchase this Requisition when a SYNAPSE unit from your Crusade force gains the Battle-hardened, Heroic or Legendary rank, if it does not have a Synaptic Link Upgrade. That unit is upgraded with its relevant Synaptic Link ability; increase its Power Rating accordingly and make a note on its Crusade card. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
Broodlord (Synaptic Link)

Broodlords have an innate understanding of how to conceal themselves. They can imbue this knowledge into Genestealers around them.

  • Models in this unit are treated as having the benefits of Light Cover and Heavy Cover.
  • Each time a ranged attack is made against this unit (excluding MONSTER units), if the attacker is more than 12" away, then this unit is treated as having the benefits of Dense Cover.
Hive Tyrant (Synaptic Link)

These malicious creatures are alone amongst their species in exhibiting some small degree of autonomy, allowing them the ability to coordinate the actions of the other hive fleet creatures, reacting aggressively to new threats as they present themselves.

Each time a model in this unit makes a pile-in move, it can move up to an additional 3" (to a maximum of 6").
Maleceptor (Synaptic Link)

While these towering battering rams lack the gift of sight, the Hive Mind has granted them the power to sense their surroundings with their prodigious psychic abilities. On the battlefield, this allows them to identify the weak points of enemy forces in a way that no other adaptation can.

Each time a model in this unit makes an attack:
  • On an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.
  • You can re-roll the damage roll.
Neurothrope (Synaptic Link)

Such is a Neurothrope’s extraordinary psychic strength, its mere presence is enough to induce an enormous sense of dread in the enemy.

This unit has the following ability:

Psychic Creep (Aura): While an enemy unit is within 6" of this unit, subtract 1 from the Leadership characteristic of models in that enemy unit and subtract 1 from Combat Attrition tests taken for that enemy unit.’
Tervigon (Synaptic Link)

In much the same way as this hulking monstrosity acts as an incubator for others of its ravenous kind, it is able to germinate more voracious strains of the living ammunition used by all Tyranid ranged weaponry.

Each time a model in this unit makes a ranged attack, you can re-roll an unmodified wound roll of 1-2.
Trygon Prime (Synaptic Link)

The Trygon Prime feeds psychic energy into nearby Tyranids, urging them on to viciously counter-attack the enemy.

This unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Tyranid Prime (Synaptic Link)

Tyranid Primes are paragons of destruction. Such is their martial prowess that it can be imprinted onto other bioforms.

Each time a melee attack is made by a model in this unit, an unmodified hit roll of 6 automatically wounds the target.
Tyranid Warriors (Synaptic Link)

Some Tyranids are much more biologically sophisticated. They are capable of handling their weapons with greater skill, acting as examples to others in their vicinity.

Each time an attack is made by a model in this unit, add 1 to that attacks hit roll.
Zoanthropes (Synaptic Link)

Zoanthropes can use their psychic power to connect to a node creature in a brood and funnel their energies through it.

Each time a Psychic test is taken for this unit, roll one additional D6 and discard one of the dice.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.

The LEVIATHAN and SWARM keywords are used in the following Tyranids datasheets:

Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

The SWARM keyword is used in the following Tyranids datasheets:

The RIPPERS and SWARM keywords are used in the following Tyranids datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Acid spray used in the following datasheets:

Heavy Support

Barbed strangler used in the following datasheets:

Fortifications
Dedicated Transport

– may take Barbed strangler as an option.

Bio-acid spray used in the following datasheets:

Heavy Support

Bio-cannon used in the following datasheets:

Heavy Support

Bio-electric pulse used in the following datasheets:

Heavy Support

Bio-electric pulse with containment spines used in the following datasheets:

Heavy Support

Bio-plasma used in the following datasheets:

Heavy Support

Bio-plasma torrent used in the following datasheets:

Lords of War

Bio-plasmic cannon used in the following datasheets:

Heavy Support

Bio-plasmic scream used in the following datasheets:

Heavy Support

Choking spores used in the following datasheets:

Heavy Support

Deathspitter used in the following datasheets:

Fast Attack
Fortifications
Dedicated Transport

– may take Deathspitter as an option.

Deathspitter with slimer maggots used in the following datasheets:

Heavy Support

– may take Deathspitter with slimer maggots as an option.

Devourer used in the following datasheets:

Fast Attack

Devourer with brainleech worms used in the following datasheets:

Heavy Support

– may take Devourer with brainleech worms as an option.

Dire bio-cannon used in the following datasheets:

Lords of War

Drool cannon used in the following datasheets:

Flamespurt used in the following datasheets:

Elites

Flesh hooks used in the following datasheets:

Fleshborer used in the following datasheets:

Fast Attack

Fleshborer hive used in the following datasheets:

Heavy Support

Grasping tongue used in the following datasheets:

Elites

Heavy venom cannon used in the following datasheets:

Heavy Support
Flyers

– may take Heavy venom cannon as an option.

Impaler cannon used in the following datasheets:

Elites

Massive toxic lashes (shooting) used in the following datasheets:

Heavy Support

Rupture cannon used in the following datasheets:

Heavy Support

Shockcannon used in the following datasheets:

Spike rifle used in the following datasheets:

Spine banks used in the following datasheets:

Heavy Support

Spinefists used in the following datasheets:

Fast Attack

– may take Spinefists as an option.

Spinemaws used in the following datasheets:

Troops
Fast Attack

Spore mine launcher used in the following datasheets:

Heavy Support

Spore node used in the following datasheets:

Fortifications

Stinger salvo used in the following datasheets:

Heavy Support

Stranglethorn cannon used in the following datasheets:

Heavy Support
Flyers

– may take Stranglethorn cannon as an option.

Strangleweb used in the following datasheets:

Tentaclids used in the following datasheets:

Toxic lashes (shooting) used in the following datasheets:

Venom cannon used in the following datasheets:

Fortifications
Dedicated Transport

– may take Venom cannon as an option.

Acid maw used in the following datasheets:

Elites

Bio-flail used in the following datasheets:

Biostatic rattle used in the following datasheets:

Blinding venom used in the following datasheets:

Fast Attack

Bone mace used in the following datasheets:

Heavy Support

Bone sabres used in the following datasheets:

Boneswords used in the following datasheets:


– may take Boneswords as an option.

Claws and teeth used in the following datasheets:

Crushing claws used in the following datasheets:

Elites

Distensible jaws used in the following datasheets:

Heavy Support

Gargantuan scything talons used in the following datasheets:

Lords of War

Grasping tail used in the following datasheets:

Grasping talons used in the following datasheets:

Hierodule scything talons used in the following datasheets:

Lash whip and bonesword used in the following datasheets:

Elites

– may take Lash whip and bonesword as an option.

Lash whip and monstrous bonesword used in the following datasheets:


– may take Lash whip and monstrous bonesword as an option.

Lashwhip pods used in the following datasheets:

Lords of War

Massive crushing claws used in the following datasheets:

Massive scything sickle-talons used in the following datasheets:

Fast Attack
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Massive scything talons used in the following datasheets:

Heavy Support

Massive toxic lashes (melee) used in the following datasheets:

Heavy Support

Monstrous acid maw used in the following datasheets:

Heavy Support

Monstrous boneswords used in the following datasheets:


– may take Monstrous boneswords as an option.

Monstrous crushing claws used in the following datasheets:

Heavy Support

Monstrous rending claws used in the following datasheets:


– may take Monstrous rending claws as an option.
$000000037

Monstrous scything talons used in the following datasheets:

Powerful limbs used in the following datasheets:

Heavy Support

Prehensile pincer tail used in the following datasheets:

Ravenous maw used in the following datasheets:

Elites

Rending claws used in the following datasheets:

Fast Attack

– may take Rending claws as an option.

Scything tail used in the following datasheets:

Fast Attack

Scything talons used in the following datasheets:

Heavy Support
Fast Attack

– may take Scything talons as an option.

Scything wings used in the following datasheets:

Shovelling claws used in the following datasheets:

Elites

Thresher scythe used in the following datasheets:

Toxic lashes (melee) used in the following datasheets:

Toxinspike used in the following datasheets:

Wicked spur used in the following datasheets:

Wrecker claws used in the following datasheets:

Heavy Support

Adrenal glands used in the following datasheets:


– may take Adrenal glands as an option.

Chitin Thorns used in the following datasheets:

Heavy Support

Enhanced Senses used in the following datasheets:

Heavy Support

Extended Carapaces used in the following datasheets:

Troops

Spore Cysts used in the following datasheets:

Heavy Support

Toxin sacs used in the following datasheets:


– may take Toxin sacs as an option.

Tusks used in the following datasheets:

Heavy Support
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