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
  TyranidsCodex9Indomitus 1.1January 2023
  The Balance Dataslate
  The Balance DataslateRulebook9Q2 2023April 2023
  Arks of Omen: Vashtorr
  Arks of Omen: VashtorrExpansion9March 2023
  Imperial Armour: Compendium
  Imperial Armour: CompendiumIndex9Indomitus 1.9February 2023
  Munitorum Field Manual 2023 Mk I
  Munitorum Field Manual 2023 Mk IExpansion9January 2023
  Warzone Octarius – Book 1: Rising Tide
  Warzone Octarius – Book 1: Rising TideExpansion9Indomitus 1.2July 2022
  Army of Renown: Crusher Stampede
  Army of Renown: Crusher StampedeWhite Dwarf9December 2021
  Warhammer Legends: Tyranids
  Warhammer Legends: TyranidsDatasheet8December 2019

FAQ

Codex: Tyranids

Q:If a Maleceptor model has the Enraged Reserves Adaptive Physiologies, is it considered to have double the number of wounds remaining for the purpose of the Psychic Overload ability?
A:
No. Enraged Reserves only does this for characteristics, not any other rules.
Q:The Psychic Oversight Synaptic Imperative allows units performing a psychic action to still manifest psychic powers. If a unit performs a psychic action, does it count as one of the psychic powers that a unit is allowed to manifest that turn?
A:
Yes. Performing a psychic action is treated the same as if attempting to manifest a psychic power and so counts against the number of psychic powers a unit can manifest in that turn.
Q:Enemy models cannot use any rules to ignore wounds inflicted by the Reaper of Obliterax Relic – does this also apply to mortal wounds inflicted by this Relic?
A:
Yes.

Expansion: Warzone Octarius – Book 1: Rising Tide

Q:At the start of the battle round, when selecting a Warlord Trait for a model with the Gestalt Commander Warlord Trait, can I select the likes of Alien Cunning or Heightened Senses?
A:
No, Gestalt Commander specifically refers to the traits labelled as ‘Hive Fleet Warlord Traits’, i.e. Monstrous Hunger, One Step Ahead, Perfectly Adapted, Lethal Miasma, Insidious Threat, Endless Regeneration or Soul Hunger.

The <HIVE FLEET> Keyword

Many datasheets in this section have the <HIVE FLEET> keyword. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below.

TYRANIDS units are drawn from a hive fleet. When you include such a unit in your army, you must nominate which hive fleet it is from and then replace the <HIVE FLEET> keyword in every instance on its datasheet with the name of your chosen hive fleet. This could be one of the hive fleets detailed in a Warhammer 40,000 publication, or one of your own design.

Example: If you include a Winged Hive Tyrant in your army, and you decide it is from Hive Fleet Kraken, its <HIVE FLEET> keyword becomes KRAKEN and its Will of the Hive Mind ability reads, ‘In your Command phase, select one friendly KRAKEN CORE unit within Synaptic Link range of this model. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.’

If your army is Battle-forged, you cannot include units from two different hive fleets in the same Detachment.

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. These abilities are described below.

Synapse (Aura)

While a friendly <HIVE FLEET> unit is within 6" of this unit, that unit automatically passes Morale tests.

Shadow in the Warp (Aura)

While an enemy PSYKER unit is within 18" of this unit:
  • Subtract 1 from Psychic tests taken for that enemy unit.
  • Each time that enemy unit suffers Perils of the Warp, it suffers 1 additional mortal wound.

Swarming Masses

Each time this unit fights, models in this unit can fight if:
  • They are within Engagement Range of any enemy units.
  • They are within 2½" of any enemy units.
If, in the Fight phase, this unit is subject to any other rules that would reduce the number of models from this unit that are able to fight, then neither those rules nor the Swarming Masses rule take effect for that phase.

Death from Below

During deployment, you can set up this unit underground instead of setting it up on the battlefield. If you do so, then during the Reinforcements step of one of your Movement phases, you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

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.

Synaptic Link Range

Some 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 Vicious Insight 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 Vicious Insight 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 Vicious Insight 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 Vicious Insight ability.

Synaptic Imperative Abilities

If every unit from your army has the HIVE TENDRIL keyword (excluding UNALIGNED units) and each of those units (excluding LIVING ARTILLERY units) is from the same hive fleet, then SYNAPSE units from your army gain a Synaptic Imperative ability depending on which one is currently active for your army.

Each SYNAPSE unit has their own Synaptic Imperative. These are abilities that affect friendly units within a set range, in much the same way as aura abilities do. As with auras, the effects of multiple, identically named Synaptic Imperative abilities are not cumulative (i.e. if a unit is within range of two models with the same Synaptic Imperative ability, that ability only applies to the unit once). However, while similar in many regards to aura abilities, Synaptic Imperative abilities are not affected by rules that affect aura abilities, and vice versa.

At the start of the battle round, you can select one of the Synaptic Imperative abilities from a unit from your army (see below). You cannot select a unit’s Synaptic Imperative ability if that unit is not on the battlefield, or if you have selected that ability earlier in the battle. Until the end of the battle round, that Synaptic Imperative ability is active for your army, and it is gained by each of the SYNAPSE models from your army. The Synaptic Imperative abilities, and which SYNAPSE units unlock them, are found below.

HIVE TYRANT:

Relentless Ferocity

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model, that unit is eligible to declare a charge in a turn in which it Fell Back.

BROODLORD:

Predatory Guile

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL INFANTRY unit is within 6" of this SYNAPSE model, each time an attack targets that unit, that unit is treated as having the benefits of Light Cover against that attack. If that unit was already receiving the benefits of Light Cover against that attack, it is treated as also having the benefits of Heavy Cover against that attack.

TYRANID PRIME:

Guidemind

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model, each time a model in that unit makes a ranged attack that targets a unit within 24" an unmodified hit roll of 6 scores 1 additional hit.

TERVIGON:

Surging Vitality

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model, each time that unit is selected to make a Normal Move or Advance, until the end of the phase, add 2" to the Move characteristic of models in that unit.

NEUROTHROPE:

Psychic Augmentation

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model:
  • Add 1 to Psychic tests taken for that unit.
  • Add 1 to Deny the Witch tests taken for that unit.
  • Each time a model in that unit would lose a wound as the result of a mortal wound, roll one D6: on a 5+, that wound is not lost.

TRYGON PRIME:

Thrashing Demise

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model:
  • Each time you roll a dice for the Death Throes ability of a model in that unit, add 3 to the roll.
  • Each time a model is destroyed in that unit as a result of a melee attack, if that model does not have the Death Throes ability, roll one D6: on a 6, the attacking model’s unit suffers 1 mortal wound after making all of its attacks.

TYRANID WARRIORS:

Goaded to Slaughter

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

MALECEPTOR:

Psychic Oversight

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model:
  • If that unit is performing an action, it can make ranged attacks without that action failing.
  • That unit can start to perform an action, even if it Advanced or Fell Back this turn.
  • If that unit has the PSYKER keyword, performing a psychic action does not prevent it from manifesting psychic powers.

ZOANTHROPES:

Warp Shielding

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model:
  • MONSTER models in that unit have a 4+ invulnerable save.
  • Models (excluding MONSTER models) in that unit have a 5+ invulnerable save.

PARASITE OF MORTREX:

Swift Onslaught

While this Synaptic Imperative ability is active for your army and a friendly HIVE TENDRIL unit is within 6" of this SYNAPSE model, each time a model in that unit makes a pile-in or consolidation move, it can move up to an additional 3" (to a maximum of 9").

Detachment Rules

A HIVE TENDRIL Detachment is one that only includes models with the HIVE TENDRIL keyword (excluding models with the UNALIGNED keyword).
  • HIVE TENDRIL Detachments gain the Rare Organisms ability.
  • HIVE TENDRIL units in HIVE TENDRIL Detachments gain the Hive Fleet Adaptations ability.
  • Troops units in HIVE TENDRIL Detachments gain the Objective Secured ability.

Rare Organisms

Some warrior organisms are seen comparatively rarely. Hive Tyrants are seeded amongst the swarms as centralised synaptic nodes so only a single such organism will be observed commanding each swarm.

You can include a maximum of one HIVE TYRANT model in each HIVE TENDRIL Detachment in your army.

Hive Fleet Adaptations

Each hive fleet has its own adaptations suited to the enemies that it will face.

If every unit from your army (excluding HIVE TENDRIL LIVING ARTILLERY and UNALIGNED units) is from the same hive fleet, all HIVE TENDRIL units with this ability, and all the models in them, gain a Hive Fleet Adaptation. The Hive Fleet Adaptation gained depends upon which hive fleet they are from.

If your hive fleet does not have an associated Hive Fleet Adaptation, you must instead create a new Hive Fleet Adaptation for them, as described in Infinite Biomorphologies section. This allows you to customise the rules for your hive fleet to best represent their fighting style. In either case, write down all of your Detachments’ Hive Fleet Adaptations on your army roster.

Example: A BEHEMOTH unit with the Hive Fleet Adaptations ability gains the Hyper-aggression adaptation.

Hyper-adaptations

Each Hive Fleet Adaptation also has an Adaptive element to it, which can be swapped out for another rule at the start of the battle, after determining who has the first turn. There are multiple alternative rules that this Adaptive element can be swapped out for, and each hive fleet’s Hyper-adaptations rule will specify which ones are available to you.

Example: John’s army contains only BEHEMOTH units, which have the Hyper-aggression adaptation. At the start of the battle, he decides to use the Hyper-adaptations rule to change the Adaptive element of his models’ adaptation. The Hyper-adaptations rule for HIVE FLEET BEHEMOTH states that he can select either a Hunt or Lurk Biomorphology to replace it with. He selects Unfeeling Resilience from the Lurk Biomorphologies and so, for that battle, his BEHEMOTH units’ adaptation becomes:
  • Each time a unit with this adaptation fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.
  • Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Spore Seeding

  • LIVING ARTILLERY units can be included in a HIVE TENDRIL Detachment without preventing other units in that Detachment from gaining a Hive Fleet Adaptation.
  • LIVING ARTILLERY units never gain a Hive Fleet Adaptation.
  • LIVING ARTILLERY units can be included in your army without preventing other friendly HIVE TENDRIL units from benefiting from their Hive Fleet’s Hyper-adaptation.

Hive Fleets

If your army is Battle-forged, <HIVE FLEET> units in HIVE TENDRIL Detachments gain access to the following hive fleet rules, provided every <HIVE FLEET> unit in your army is from the same hive fleet. If every <HIVE FLEET> unit in a HIVE TENDRIL Detachment is from the same hive fleet, that Detachment is referred to as a Hive Fleet Detachment.

HIVE FLEET ADAPTATIONS
All <HIVE FLEET> units with this ability gain a Hive Fleet Adaptation. The adaptation gained depends on which hive fleet they are from, as shown below.

WARLORD TRAITS
Each hive fleet has an associated Hive Fleet Warlord Trait. If a HIVE TENDRIL <HIVE FLEET> CHARACTER model gains a Warlord Trait, they can have the relevant Hive Fleet Warlord Trait instead of a Tyranid Warlord Trait.

PSYCHIC POWERS
Each hive fleet has an associated Hive Fleet psychic power. HIVE TENDRIL PSYKER units in Hive Fleet Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) know the relevant Hive Fleet psychic power in addition to any other psychic powers they know.

Example: A Battle-forged army includes a HIVE TENDRIL Detachment in which every unit has the KRAKEN keyword. A CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the One Step Ahead Warlord Trait. PSYKER units in that Detachment will know the Synaptic Lure psychic power in addition to any others they know. You also have access to the Opportunistic Advance Stratagem and can spend CPs to use it, and if the army’s WARLORD is selected from this Detachment, then a KRAKEN CHARACTER model from your army that could be given a Bio-artefact Relic can instead be given Chameleonic Mutation.

BIO-ARTEFACT RELICS
Each hive fleet has an associated Hive Fleet Bio-artefact Relic. If your army is led by a HIVE TENDRIL <HIVE FLEET> CHARACTER WARLORD, you can give the relevant Hive Fleet Bio-artefact Relic to a HIVE TENDRIL <HIVE FLEET> CHARACTER model from your army instead of giving them a Bio-artefact Relic. Named characters (such as THE SWARMLORD) cannot be given a Hive Fleet Bio-artefact Relic.

Note some Relics 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-artefact Relics your models have on your army roster.

STRATAGEMS
Each hive fleet has an associated Hive Fleet Stratagem. If your army includes a Hive Fleet Detachment (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), then you will gain access to the relevant Hive Fleet Stratagem.

Behemoth

The swarms of Hive Fleet Behemoth rampage into their prey in a stampede of hulking muscle, crushing chitin and trampling hooves. They embody the most unsubtle aspects of predatory aggression and uncontrollable hunger. What they lack in subtlety and cunning, however, they more than make up for indomitable resilience and overwhelming ferocity.

HIVE FLEET ADAPTATION: HYPER-AGGRESSION

There is nothing of subtlety or of stealth to the swarms of Hive Fleet Behemoth, just a headlong onslaught that crushes all in their path.

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

Adaptive
You can re-roll charge rolls made for units from your army with this adaptation.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Hunt Biomorphologies or Lurk Biomorphologies.

WARLORD TRAIT: MONSTROUS HUNGER

This 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 this WARLORD makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

PSYCHIC POWER: UNSTOPPABLE ONSLAUGHT

A surge of mindless aggression flows through Hive Fleet Behemoth driving them forward in a tidal wave of snapping jaws and lashing talons.

Blessing: Unstoppable Onslaught has a warp charge value of 7. If manifested, select one friendly BEHEMOTH unit within Synaptic Link range of this PSYKER. Until the start of your next turn, each time a model in that unit makes a melee attack, add 1 to that attack’s wound roll.

BIO-ARTEFACT RELIC: MONSTROUS MUSCULATURE

Occasionally, a Hive Fleet Behemoth warrior organism will epitomise its hive fleet’s name by growing to colossal and appallingly powerful proportions.

Add 1 to the Damage characteristic of melee weapons the bearer is equipped with.

UNPARALLELED FEROCITY1CP/2CP
Behemoth – Battle Tactic Stratagem

So single-minded is the aggression with which the beasts of Hive Fleet Behemoth fight that even death does not immediately halt their brutal rampage.

Use this Stratagem in the Fight phase, when a BEHEMOTH INFANTRY unit (excluding CHARACTER units) from your army that has not fought this phase is selected as the target of a melee attack. Until the attacking model’s unit has finished making its attacks, each time a model in that BEHEMOTH unit is destroyed, instead of using any rules that are triggered when that model is destroyed, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, attack as if its unit had been selected to fight. After resolving these attacks, the destroyed model is then removed. If that BEHEMOTH INFANTRY unit has the ENDLESS MULTITUDE keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.

Kraken

To do battle with the swarms of Hive Fleet Kraken is to pit oneself against a sly predatory gestalt whose every instinct and action is calculated towards outmanoeuvring and encircling its prey. The Krakens broods spring from unexpected quarters. They surge through the slightest gap in their enemies’ defences, and exploit even the smallest weakness with rapacious savagery.

HIVE FLEET ADAPTATION: QUESTING TENDRILS

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

  • Each time a unit with this adaptation fights, if it made a charge move this turn, then until that fight is resolved, each time a model in this unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.

Adaptive
Each time a unit with this adaptation Advances, if it is not affected by the Opportunistic Advance Stratagem (see below) or the Bounding Advance Stratagem, do not make an Advance roll. Instead, until the end of the phase, add D3+3" to the Move characteristic of models in that unit.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Feed Biomorphologies or Hunt Biomorphologies.

WARLORD TRAIT: ONE STEP AHEAD

This warlord’s foresight allows it to see the prey’s next move.

Each time your opponent uses a Stratagem, if this WARLORD is on the battlefield, roll one D6: on a 5+, you gain 1 Command point.

PSYCHIC POWER: SYNAPTIC LURE

A psychic lure is placed on a threat; the marked prey is doomed.

Malediction: Synaptic Lure has a warp charge value of 5. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly KRAKEN unit declares a charge, if that enemy unit is one of the targets of that charge, you can re-roll the charge roll.

BIO-ARTEFACT RELIC: CHAMELEONIC MUTATION

Subdermal crystals in this carapace capture and redirect light.

Each time an attack is made against the bearer:
  • Subtract 1 from that attack’s hit roll.
  • The hit roll cannot be re-rolled.

OPPORTUNISTIC ADVANCE1CP
Kraken – Battle Tactic Stratagem

Before the prey can react, Krakens swarms are already amongst them.

Use this Stratagem in your Movement phase, when a KRAKEN unit from your army is selected to move. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit (note that a unit cannot be affected by both this Stratagem and the Bounding Advance Stratagem, in the same phase).
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.

Leviathan

Pouring up through the galactic plane, the swarms of Hive Fleet Leviathan strike at their prey from one end of the galaxy to the other. Honed by the trial-and-error carnage wrought by the hive fleets that came before them, these are the most artfully adapted predators yet to be unleashed by the Hive Mind. They are death inescapable, and their number is legion.

HIVE FLEET ADAPTATION: SYNAPTIC CONTROL

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

  • Each time an attack is made against a SYNAPSE MONSTER unit with this adaptation, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the attacker may have.
  • Each time an attack is made against a unit with this adaptation (excluding SYNAPSE units), if that unit is within Synaptic Link range of any friendly LEVIATHAN SYNAPSE units, an unmodified wound roll of 1-2 always fails, irrespective of any abilities that the weapon or the attacker may have.

Adaptive
Each time a unit with this adaptation is selected to shoot or fight, you can re-roll one hit roll when resolving that unit’s attacks.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Feed Biomorphologies or Hunt Biomorphologies.

WARLORD TRAIT: PERFECTLY ADAPTED

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

Once per battle round, you can re-roll one of the following rolls made for this WARLORD: hit roll; wound roll; damage roll; Advance roll; charge roll; Psychic test; saving throw.

PSYCHIC POWER: 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 7. If manifested, select one friendly LEVIATHAN CORE unit within Synaptic Link range of this PSYKER and select one Synaptic Imperative ability of a friendly LEVIATHAN SYNAPSE model that is also within Synaptic Link range of this PSYKER. Until the start of your next turn, that unit benefits from that SYNAPSE model’s Synaptic Imperative ability as if it was active for your army (in addition to the one that is currently active for your army) and as if they were within 6" of one another.

BIO-ARTEFACT RELIC: PRECEPTIC NODE

Synaptic echoes of former organisms and previous battles flow from this encephalitic biomorph, imbuing the host creature with instinctive foreknowledge of the enemy’s attack patterns and strategies.

In the Reinforcements step of your opponent’s Movement phase, each time an enemy unit is set up as Reinforcements within 18" of the bearer, you can select one friendly LEVIATHAN CORE or LEVIATHAN CHARACTER unit within 6" of the bearer. If you do so, that friendly unit can shoot as if it were your Shooting phase, but its models can only target that enemy Reinforcements unit. A unit cannot be selected to fire more than once per phase as a result of this Relic.

COMBINED ASSAULT1CP
Leviathan – Battle Tactic Stratagem

The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.

Use this Stratagem in the Fight phase. Select one enemy unit within Engagement Range of two or more LEVIATHAN units from your army. Until the end of the phase, each time a LEVIATHAN model makes a melee attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

Gorgon

Hive Fleet Gorgon wears down its prey through the use of adaptive hypertoxins, weaponised spore clouds, and corrosive poisons of the most gruesome sorts imaginable. Its broods scuttle half-seen toward the foe, wreathed in a rolling miasma of inimical Tyranid microorganisms that can reduce even the mightiest warriors and war engines to bubbling slicks of flesh-and-metal sludge.

HIVE FLEET ADAPTATION: ADAPTIVE TOXINS

The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any prey, swiftly rendering even the most glancing of blows or skin contact potentially lethal.

  • Each time an attack is made by a model with this adaptation against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 4+ is always successful.

Adaptive
Each time a unit with this adaptation is selected to shoot or fight, you can re-roll one wound roll when resolving that unit’s attacks.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Feed Biomorphologies or Lurk Biomorphologies.

WARLORD TRAIT: LETHAL MIASMA

The air around the warlord churns with microscopic spores that invade the bodies of its foes, devouring them from the inside.

At the start of the Fight phase, roll one D6 for each enemy unit within 3" of this WARLORD: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

PSYCHIC POWER: POISONOUS INFLUENCE

This synapse creature radiates a pulsed imperative that triggers the semi-sentient spores of Gorgon's biohorrors, spurring them to secrete venoms laced with a seeping psychic corruption.

Blessing: Poisonous Influence has a warp charge value of 7. If manifested, select one friendly GORGON unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage (to a maximum of 6 mortal wounds).

BIO-ARTEFACT RELIC: HYPERMORPHIC BIOLOGY

Unstable organs within this organism’s body respond to any physical and mental trauma, rapidly undergoing beneficial mutations.

  • Add 1 to the Toughness characteristic of the bearer.
  • If the bearer’s characteristics can change as they suffer damage, they are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

HYPER-TOXICITY1CP
Gorgon – Wargear Stratagem

Few substances are as lethal as the toxins of Hive Fleet Gorgon. Fewer still tailor themselves so effectively to their luckless victims.

Use this Stratagem in the Fight phase, when a GORGON TOXIN SACS unit from your army is selected to fight. Until the end of the phase, each time a TOXIN SACS model in that unit makes a melee attack, an unmodified hit roll of 5+ automatically wounds the target.

Jormungandr

Hive Fleet Jormungandr assails its enemies not only from orbit and across blazing battlefields, but also in horrific attack waves from beneath their feet. No other hive fleet makes such prodigious use of tunnelling organisms to completely honeycomb invaded worlds with subterranean networks of Tyranid burrows, from which attack swarms erupt upwards to tear their prey apart.

HIVE FLEET ADAPTATION: TUNNEL NETWORKS

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

  • Each time a ranged attack targets a MONSTER unit with this adaptation, if the attacker is more than 18" away, then the target is treated as having the benefits of Dense Cover against that attack (see the Warhammer 40,000 Core Book).
  • Each time a ranged attack targets a unit (excluding MONSTER units) with this adaptation, if the attacker is more than 12" away, then the target is treated as having the benefits of Dense Cover against that attack.

Adaptive
Each time a unit with this adaptation is targeted by a weapon with the Blast rule, halve the number of models in that unit (rounding up) when determining how many attacks are made with that weapon.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Hunt Biomorphologies or Lurk Biomorphologies.

WARLORD TRAIT: INSIDIOUS THREAT

This warlord has lurked long on this world, developing an intimate knowledge of its terrain so there is nowhere for the prey to hide.

In your Command phase, select one friendly JORMUNGANDR unit within Synaptic Link range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, the target does not receive the benefits of cover against that attack.

PSYCHIC POWER: 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 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a friendly JORMUNGANDR model makes a melee attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.

BIO-ARTEFACT RELIC: INFRASONIC ROAR

This warrior organism has been grafted with a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause primal terror and confusion in many sentient species.

At the end of your Movement phase, select one enemy unit within 12" of the bearer and roll 3D6; if the result is equal to or higher than that enemy unit’s Leadership characteristic, until the start of your next Movement phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).

BURIED IN WAIT1CP
Jormungandr – Requisition Stratagem

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

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one JORMUNGANDR unit from your army (excluding TITANIC units). You can set up that unit near to the surface instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

Kronos

Adapted to battle the otherworldly threat of daemons spilling through from warp space, the swarms of Hive Fleet Kronos are nonetheless utterly deadly to any prey that cross their path. Their warrior organisms instinctively do battle from long range, upon both physical and metaphysical planes, reducing their victims to maggot-riddled offal and soul-blasted husks before devouring them ravenously.

HIVE FLEET ADAPTATION: BIO-BARRAGE

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

  • Add 4" to the Range characteristic of ranged weapons that models with this adaptation are equipped with.

Adaptive
Each time a model with this adaptation makes a ranged attack that targets a unit within half range, improve the Armour Penetration characteristic of that attack by 1.

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Feed Biomorphologies or Lurk Biomorphologies.

WARLORD TRAIT: SOUL HUNGER (AURA)

This warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to drain the life from its favoured prey.

While an enemy PSYKER unit is within 18" of this WARLORD, each time a Psychic test is taken for that unit, it suffers Perils of the Warp on any dice roll that includes a double, instead of only a double 1 or double 6.

PSYCHIC POWER: SYMBIOSTORM

The synaptic web sings with psionic targeting information, guiding living projectiles to strike at the prey’s identified weak spots.

Blessing: Symbiostorm has a warp charge value of 7. If manifested, select one friendly KRONOS unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a ranged attack, add 1 to the Strength characteristic of that attack.

BIO-ARTEFACT RELIC: NULLNODE

A synaptic knot in this creature’s skull channels and amplifies Kronos’ potent Shadow so prey can barely think or focus in the organism’s presence.

In your Command phase, select one enemy unit within Synaptic Link range of the bearer. Until the start of your next Command phase:
  • Each time a model in that unit makes an attack, the hit roll cannot be re-rolled and the wound roll cannot be re-rolled.
  • Psychic tests taken for that unit cannot be re-rolled.

THE DEEPEST SHADOW1CP
Kronos – Epic Deed Stratagem

In the swarms of Kronos, the Shadow in the Warp is suffocatingly powerful.

Use this Stratagem in your opponent’s Psychic phase, when an enemy unit fails a Psychic test. Select one KRONOS PSYKER unit from your army within 18" of that enemy unit. That enemy unit suffers D3 mortal wounds and, until the end of the phase, that KRONOS PSYKER unit gains the following ability:

Deepest Shadow (Aura): While an enemy PSYKER unit is within 18" of this unit, each time a Psychic test taken for that unit is failed, that unit suffers D3 mortal wounds.

Hydra

At first, the threat posed by the swarms of Hive Fleet Hydra appears deceptively manageable, albeit still nightmarishly dangerous. Yet this hive fleet fights its battles through hyper-aggressive escalation, passing swiftly from infestation to overwhelming tide until its horrified victims are buried beneath the heaving masses of predatory organisms they have unwittingly drawn down upon themselves.

HIVE FLEET ADAPTATION: SWARMING INSTINCTS

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

  • Each time a model with this adaptation makes a melee attack that targets a unit containing fewer models than its own, add 1 to that attack’s hit roll. For the purposes of this adaptation, VEHICLE and MONSTER models each count as 5 models.

Adaptive
Add 1" to the Move characteristic of models with this adaptation, and each time a model with this adaptation makes a consolidation move, it can move up to an additional 3" (to a maximum of 9").

Hyper-adaptation
You can swap this hive fleet’s Adaptive rule for one of the Feed Biomorphologies or Hunt Biomorphologies.

WARLORD TRAIT: ENDLESS REGENERATION

Enemy soldiers are horrified to see this warlord’s severed limbs and shattered chitinous plates regrowing before their eyes.

At the start of the Command phase, this WARLORD can regenerate itself. If it does so, it regains up to D3 lost wounds. This WARLORD can only regenerate itself once per turn.

PSYCHIC POWER: PSYCHIC SHRIEK

Driven by synaptic imperative, acting as psychic conduits for the Hive Minds power, the warrior organisms of Hive Fleet Hydra open their maws as one and emit a mind-shredding shriek.

Witchfire: Psychic Shriek has a warp charge value of 6. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Roll one D6 for each friendly HYDRA INFANTRY and HYDRA BEAST model within 3" of that unit and three D6s for each friendly HYDRA MONSTER model within 3" of that unit: for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

BIO-ARTEFACT RELIC: BARBWORM INFESTATION

This creature’s body seethes with self-replicating barbworms that clot in blade-headed masses around its weapon-projectiles and lend them extra punch.

Each time the bearer makes a ranged attack, you can re-roll the wound roll.

CRITICAL MASS1CP
Hydra – Battle Tactic Stratagem

Once this hive fleets warrior organisms outnumber their prey, they soon overwhelm them in a hideous, heaving mass.

Use this Stratagem in the Fight phase, when a HYDRA unit from your army is selected to fight. Until the end of the phase, each time a melee attack made by a model in that unit targets an enemy unit with fewer models than its own, you can re-roll the wound roll.

Infinite Biomorphologies

If your chosen hive fleet does not have an associated Hive Fleet Adaptation, you must instead create your own Hive Fleet Adaptation. You do this by either selecting the Splinter Fleet Hive Fleet Adaptation or by selecting two biomorphologies from the lists shown below. Due to the drive toward biodiversity within the hive fleets, when selecting these, the following rules apply:
  • The two biomorphologies must be selected from separate lists.
  • You must choose one of these biomorphologies to be the Adaptive element of your Hive Fleet’s Adaptation. It is this which can be swapped out at the start of the battle using the Hyper-adaptations rule.
  • At the start of the battle, if you use the Hyper-adaptations rule to change the Adaptive element of your Hive Fleet’s Adaptation, then you must select one of the biomorphologies from the third remaining list (that was not used when initially creating your Hive Fleet’s Adaptation) to swap it for.

Example: For her first adaptation, Becca selects Augmented Ferocity from the Hunt Biomorphologies list. This leaves her the Lurk and Feed Biomorphologies to choose from for her second adaptation. She selects Exoskeletal Reinforcement from the Lurk Biomorphologies and chooses for it to be the Adaptive element of her hive fleet’s adaptation. This means that if, at the start of the battle, she chooses to make use of the Hyper-adaptations rule, she can swap out Exoskeletal Reinforcement for one of the Feed Biomorphologies. Her final Hive Fleet Adaptation then becomes:
  • Add 1 to charge rolls made for units with this adaptation.
  • Adaptive: Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this adaptation, that attack has an Armour Penetration characteristic of 0 instead.
  • Hyper-adaptation: You can swap this Hive Fleet’s Adaptive rule for one of the Feed Biomorphologies.

Splinter Fleet

Select one of the following hive fleets and use the Hive Fleet Adaptation of that hive fleet (and its associated Hyper-adaptation):
If a CHARACTER model with this adaptation gains a Warlord Trait, they can have the Hive Fleet Warlord Trait associated with the hive fleet that you selected, instead of a Tyranid Warlord Trait. If it does so, replace all instances of the <HIVE FLEET> keyword on that Warlord Trait (e.g. KRAKEN), if any, with the name of the hive fleet that the CHARACTER is from.

Unless the only units with this adaptation are part of an Auxiliary Support, Super-heavy Auxiliary and/or Fortification Network Detachment:
  • You will gain access to the Hive Fleet Stratagem associated with the hive fleet that you selected. When using such a Stratagem, replace all instances of the <HIVE FLEET> keyword on that Stratagem (e.g. KRAKEN) with the hive fleet that the units with this adaptation are from.
  • HIVE TENDRIL PSYKER units with this adaptation know the relevant Hive Fleet psychic power in addition to any other psychic powers they know. When manifesting that psychic power, replace all instances of the <HIVE FLEET> keyword on that psychic power (e.g. KRAKEN) with the hive fleet that the units with this adaptation are from.

Biomorphologies

Hunt Biomorphologies

Adrenalised Onslaught

Each time a model with this adaptation makes a consolidation move, it can move up to an additional 3" (to a maximum of 9").

Heightened Reflexes

Units with this adaptation are eligible to shoot in a turn in which they Fell Back, but if they do, then until the end of the turn, each time a model in that unit makes a ranged attack, subtract 1 from that attack’s hit roll.

Augmented Ferocity

Add 1 to charge rolls made for units with this adaptation.

Synaptic Goading

At the start of the first battle round, before the first turn begins, ENDLESS MULTITUDE units with this adaptation that start the battle wholly within your deployment zone can make a Normal Move of up to 6".

Ambush Predators

Units with this adaptation are eligible to perform Heroic Interventions as if they were a CHARACTER unit.


Lurk Biomorphologies

Exoskeletal Reinforcement

Each time an attack with an Armour Penetration characteristic of -1 is allocated to a model with this adaptation, that attack has an Armour Penetration characteristic of 0 instead.

Naturalised Camouflage

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

Territorial Instincts

  • MONSTER models with this adaptation have the Objective Secured ability.
  • MONSTER models with this adaptation that have a Wounds characteristic of 10 or more count as 5 models when determining control of an objective marker.

Unfeeling Resilience

Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.

Synaptic Ganglia

  • You can re-roll Deny the Witch tests taken for units with this adaptation.
  • Each time a psychic power is manifested by a unit with this adaptation, increase the range of that psychic power by 3" (if that psychic power specifies multiple ranges, add 3" to the first range specified in that psychic power only).


Feed Biomorphologies

Stabilising Membranes

Each time a model with this adaptation makes a ranged attack, on an unmodified wound roll of 6, improve the Armour Penetration characteristic of that attack by 1.

Exoskeletal Stabilisation

  • Models with this adaptation do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
  • Models with this adaptation do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
  • MONSTER models with this adaptation do not suffer the penalty incurred to their hit rolls for firing Heavy weapons at enemy units that are within Engagement Range of them.

Wreathed in the Shadow

Each time a unit with this adaptation declares a charge, enemy units that were targeted by that charge cannot fire Overwatch or Set to Defend against that charge.

Relentless Hunger

Each time a unit with this adaptation fails a charge, it can make a Normal Move of up to 3".

Unstoppable Swarm

Units with this adaptation can ignore any or all modifiers to their Move characteristic, Advance rolls and charge rolls.

Stratagems by Phase

Before battle

HIVE PREDATOR (Tyranids – Requisition)

RAREFIED ENHANCEMENTS (Tyranids – Requisition)

RAPID ADAPTATION (Crusher Stampede – Battle Tactic)

ALPHA LEADER-BEAST (Leviathan (Supplement) – Requisition)

During deployment

INFESTATION (Tyranids – Strategic Ploy – Crusade)

BURIED IN WAIT (Jormungandr – Requisition)

Battle Round

At the start of battle round

SYNAPTIC LEGACY (Tyranids – Epic Deed)

Command phase

RAPID REGENERATION (Tyranids – Strategic Ploy)

ENDLESS SWARM (Tyranids – Strategic Ploy)

HIVE MIND IMPERATIVE (Leviathan (Supplement) – Strategic Ploy)

HYPER ADAPTATION (Leviathan (Supplement) – Strategic Ploy)

Movement phase

BOUNDING ADVANCE (Tyranids – Strategic Ploy)

ENFOLDING STRIKE (Tyranids – Epic Deed)

SPORE CLOUDS (Tyranids – Strategic Ploy)

LIVING RAMS (Tyranids – Boarding Actions – Strategic Ploy)

SUBTERRANEAN ASSAULT (Tyranids – Strategic Ploy)

RAVENOUS TIDE (Tyranids – Boarding Actions – Strategic Ploy)

ENCIRCLE THE PREY (Tyranids – Strategic Ploy)

OPPORTUNISTIC ADVANCE (Kraken – Battle Tactic)

QUESTING TENDRILS (Leviathan (Supplement) – Battle Tactic)

Psychic phase

POWER OF THE HIVE MIND (Tyranids – Epic Deed)

SYNAPTIC CHANNELLING (Tyranids – Epic Deed)

SYNAPTIC DOMINATION (Leviathan (Supplement) – Epic Deed)

Enemy Psychic phase

THE DEEPEST SHADOW (Kronos – Epic Deed)

THE VOID IN THE WARP (Leviathan (Supplement) – Strategic Ploy)

Shooting phase

GUARD AND CONSUME (Tyranids – Battle Tactic – Crusade)

OBSERVER ORGANISM (Tyranids – Battle Tactic)

PATHOGENIC SLIME (Tyranids – Wargear)

SCORCH BUGS (Tyranids – Battle Tactic)

SHARD LURE (Tyranids – Strategic Ploy)

TOXIC ENTANGLEMENT (Tyranids – Strategic Ploy)

ENHANCED BRAIN FUNCTIONS (Crusher Stampede – Battle Tactic)

BIO-ADAPTED BORER GRUBS (Leviathan (Supplement) – Wargear)

RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)

Being targeted

INDOMITABLE MONSTROSITY (Tyranids – Battle Tactic)

REINFORCED HIVE NODE (Tyranids – Battle Tactic)

LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)

UNBREAKABLE CHITIN (Crusher Stampede – Battle Tactic)

Charge phase

PHEROMONE TRAIL (Tyranids – Epic Deed)

TRAMPLING CHARGE (Tyranids – Epic Deed)

BREAKING THROUGH (Crusher Stampede – Battle Tactic)

Enemy Charge phase

SUDDEN POUNCE (Tyranids – Boarding Actions – Strategic Ploy)

Fight phase

BLINDING VENOM (Tyranids – Wargear)

ACIDIC TORRENT (Tyranids – Wargear)

DEATH FRENZY (Tyranids – Epic Deed)

VORACIOUS APPETITE (Tyranids – Battle Tactic)

ACID BLOOD (Tyranids – Boarding Actions – Battle Tactic)

LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)

ADRENAL SURGE (Tyranids – Battle Tactic)

IMPALING HOOKS (Tyranids – Wargear)

VANGUARD ONSLAUGHT (Tyranids – Battle Tactic – Crusade)

ADRENAL SURGE (Tyranids – Boarding Actions – Battle Tactic)

OVERRUN (Tyranids – Strategic Ploy)

COMBINED ASSAULT (Leviathan – Battle Tactic)

UNPARALLELED FEROCITY (Behemoth – Battle Tactic)

DEATH SURGE (Crusher Stampede – Battle Tactic)

THUNDEROUS IMPACT (Crusher Stampede – Battle Tactic)

RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)

CRITICAL MASS (Hydra – Battle Tactic)

HYPER-TOXICITY (Gorgon – Wargear)

Enemy Fight phase

BLINDING VENOM (Tyranids – Wargear)

ACIDIC TORRENT (Tyranids – Wargear)

DEATH FRENZY (Tyranids – Epic Deed)

VORACIOUS APPETITE (Tyranids – Battle Tactic)

ACID BLOOD (Tyranids – Boarding Actions – Battle Tactic)

LAYERED CHITIN (Tyranids – Boarding Actions – Battle Tactic)

ADRENAL SURGE (Tyranids – Battle Tactic)

IMPALING HOOKS (Tyranids – Wargear)

VANGUARD ONSLAUGHT (Tyranids – Battle Tactic – Crusade)

ADRENAL SURGE (Tyranids – Boarding Actions – Battle Tactic)

OVERRUN (Tyranids – Strategic Ploy)

COMBINED ASSAULT (Leviathan – Battle Tactic)

UNPARALLELED FEROCITY (Behemoth – Battle Tactic)

DEATH SURGE (Crusher Stampede – Battle Tactic)

THUNDEROUS IMPACT (Crusher Stampede – Battle Tactic)

RELENTLESS FLURRY (Leviathan (Supplement) – Battle Tactic)

CRITICAL MASS (Hydra – Battle Tactic)

HYPER-TOXICITY (Gorgon – Wargear)

Morale phase

PSYCHOTROPIC VENOM (Tyranids – Wargear)

TERRIFYING CHARGE (Crusher Stampede – Battle Tactic)

Taking casualties

CORROSIVE VISCERA (Tyranids – Wargear)

INSTINCTIVE RAMPAGE (Tyranids – Strategic Ploy)

ANIMATED BY THE HIVE MIND (Leviathan (Supplement) – Epic Deed)

CONTROL OF THE SWARM (Leviathan (Supplement) – Epic Deed)

End of your turn

INVISIBLE HUNTER (Tyranids – Strategic Ploy)

Stratagems

If your army includes any HIVE TENDRIL Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments), you have access to the Stratagems shown here, and can spend CPs to use them. When one of these Stratagems instructs you to select a unit from your army, replace all instances of the <HIVE FLEET> keyword on that Stratagem, if any, with the name of the hive fleet that your selected unit is from.

SCORCH BUGS1CP/2CP
Tyranids – Battle Tactic Stratagem

These beetles boast powerful legs and incendiary biochemicals.

Use this Stratagem in your Shooting phase, when a HIVE TENDRIL unit from your army is selected to shoot. Until the end of the phase, add 6" to the Range characteristic and add 1 to the Strength characteristic of fleshborer and fleshborer hive weapons models in that unit are equipped with. If that unit has 16 or more models or has the MONSTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
VORACIOUS APPETITE1CP
Tyranids – Battle Tactic Stratagem

The hunger of the Tyranids can never be satiated.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL MONSTER model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack, you can re-roll the wound roll.
ADRENAL SURGE1CP/2CP
Tyranids – Battle Tactic Stratagem

These warrior organisms destroy all as their adrenaline surges.

Use this Stratagem in the Fight phase, when an ADRENAL GLANDS unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move this turn:
  • Add 1 to the Attacks characteristic of models (excluding MONSTER models) in that unit.
  • Add D3 to the Attacks characteristic of MONSTER models in that unit.
If that unit contains 19 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
REINFORCED HIVE NODE1CP/2CP
Tyranids – Battle Tactic Stratagem

The Hive Mind fortifies the minds and bodies of its swarms.

Use this Stratagem in any phase, when a TYRANID WARRIORS or TYRANID PRIME unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
OBSERVER ORGANISM1CP
Tyranids – Battle Tactic Stratagem

Exocrines are sometimes synaptically entangled with tiny insectile observer organisms that flit ahead and spy out targets.

Use this Stratagem in your Shooting phase, when an EXOCRINE model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack:
  • The target does not receive the benefits of cover against that attack.
  • An unmodified hit roll of 6 scores 1 additional hit.
INDOMITABLE MONSTROSITY1CP
Tyranids – Battle Tactic Stratagem

Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.

Use this Stratagem in any phase, when a HIVE TENDRIL MONSTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, 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.
POWER OF THE HIVE MIND1CP
Tyranids – Epic Deed Stratagem

The Hive Mind channels lethal energy through its synaptic bioforms.

Use this Stratagem in your Psychic phase. Select one HIVE TENDRIL PSYKER CHARACTER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.
DEATH FRENZY2CP
Tyranids – Epic Deed Stratagem

Tyranids care nothing for self-preservation, and will fight on.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL CHARACTER model from your army that has not already been selected to fight this phase is destroyed, instead of using any rules that are triggered when that model is destroyed (e.g. the Death Throes ability). Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. When making those attacks, if the destroyed model’s characteristics can change as they suffer damage, that model is considered to have its full wounds remaining for the purpose of determining what those characteristics are. After resolving the destroyed model’s attacks, it is then removed.
PHEROMONE TRAIL1CP
Tyranids – Epic Deed Stratagem

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

Use this Stratagem in your Charge phase. Select one enemy unit within 6" of a <HIVE FLEET> LICTOR model from your army. Until the end of the phase, each time a friendly <HIVE FLEET> unit declares a charge that targets that enemy unit, add 2 to the charge roll.
SYNAPTIC CHANNELLING1CP
Tyranids – Epic Deed Stratagem

Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of the phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.
SYNAPTIC LEGACY1CP
Tyranids – Epic Deed Stratagem

Even when the mortal frame of a synapse organism is slain, its mental imprint is not lost to the will of the Hive Mind.

Use this Stratagem at the start of the battle round, when selecting a Synaptic Imperative ability to be active for your army. If your WARLORD is on the battlefield and has the HIVE TENDRIL keyword, this turn you can select the Synaptic Imperative ability of a destroyed model from your army instead of one from a model that is on the battlefield. Note that, unless otherwise allowed, you still cannot select that ability if it has already been selected by you earlier in the battle.
TRAMPLING CHARGE1CP
Tyranids – Epic Deed Stratagem

Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.

Use this Stratagem in your Charge phase, when a HIVE TENDRIL MONSTER model from your army finishes a charge move. Select one enemy unit within Engagement Range of that MONSTER model and roll one D6:
  • If that MONSTER model has the HORNED CHITIN keyword, on a 2-4, that enemy unit suffers 3 mortal wounds; on a 5+, that enemy unit suffers D3+3 mortal wounds.
  • If that MONSTER model does not have the HORNED CHITIN keyword, on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
ENFOLDING STRIKE1CP
Tyranids – Epic Deed Stratagem

Unsuspecting victims see nothing but a blur of thick leathery wings and a swift and dreadful sting, before the attacker is gone again.

Use this Stratagem in your Movement phase, when a PARASITE OF MORTREX model from your army finishes a Normal Move or Advances. Select one enemy unit that PARASITE OF MORTREX model moved across this phase. Roll one D6: on a 2-5, that unit suffers D3 mortal wounds and becomes infected with parasites (see Parasitic Infection ability, on model’s datasheet); on a 6, that unit suffers 3 mortal wounds and becomes infected with parasites.
RAREFIED ENHANCEMENTS1CP
Tyranids – Requisition Stratagem

When faced with especially resistant prey, or if possessed of a bounty of biomass, the Hive Mind has many ways of enhancing its foremost warrior organisms to render them even more dangerous.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
HIVE PREDATOR1CP
Tyranids – Requisition Stratagem

Some bioforms are imbued with additional predatory abilities.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
SUBTERRANEAN ASSAULT1CP
Tyranids – Strategic Ploy Stratagem

Entire swarms erupt from tunnels dug by burrowing monsters.

Use this Stratagem in the Reinforcements step of your Movement phase, when a <HIVE FLEET> TRYGON or <HIVE FLEET> TRYGON PRIME model from your army is set up on the battlefield using its Death From Below ability. Select one friendly <HIVE FLEET> unit with the Troops Battlefield Role that is in Strategic Reserves. Set that unit up anywhere on the battlefield that is wholly within 9" of that TRYGON or TRYGON PRIME model and not within 9" of any enemy models.
RAPID REGENERATION1CP
Tyranids – Strategic Ploy Stratagem

Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together as though never harmed.

Use this Stratagem in your Command phase. Select one HIVE TENDRIL model from your army. That model regenerates and regains up to D3 lost wounds. Each model can only be regenerated once per turn.
INVISIBLE HUNTER1CP
Tyranids – Strategic Ploy Stratagem

Hunter-slayer organisms can melt away before the eyes of their foes, only to strike suddenly from a new and unexpected direction.

Use this Stratagem at the end of your turn. Select one LICTOR model from your army that was not set up on the battlefield this turn. Remove that model from the battlefield. In the Reinforcements step of your next Movement phase, you can set that model back up on the battlefield anywhere that is wholly within 9" of any battlefield edge and more than 9" away from any enemy models. If the battle ends and that model is not on the battlefield, it is destroyed.
OVERRUN1CP
Tyranids – Strategic Ploy Stratagem

Tyranids are an unstoppable avalanche of flesh and chitin.

Use this Stratagem at the end of the Fight phase. Select one HIVE TENDRIL CORE unit from your army that made a charge move this turn. If there are no enemy models within Engagement Range of that unit, models in that unit can make a Normal Move.
SHARD LURE1CP
Tyranids – Strategic Ploy Stratagem

Leader-beasts mark prey with synaptically conductive chitin shards, to be pursued by their subordinate warrior organisms.

Use this Stratagem in your Shooting phase, when a ranged attack made by a model in a <HIVE FLEET> SYNAPSE unit from your army scores a hit against an enemy unit. Until the end of the turn, each time a friendly <HIVE FLEET> unit declares a charge, if that enemy unit is one of the targets of that charge, roll one additional D6 and discard one of the dice when making the charge roll.
ENDLESS SWARM1CP
Tyranids – Strategic Ploy Stratagem

As the battle rages, more organisms pour in to bolster the swarms.

Use this Stratagem at the start of your Command phase. Select one ENDLESS MULTITUDE unit from your army. Up to D3+3 destroyed models can be added back to that unit with their full wounds remaining. These returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.
INSTINCTIVE RAMPAGE1CP
Tyranids – Strategic Ploy Stratagem

Tyrant Guard mercilessly hound those prey who have slain their Hive Tyrant, for such threats cannot be allowed to survive.

Use this Stratagem in any phase, when a <HIVE FLEET> HIVE TYRANT model from your army is destroyed by an enemy unit. Until the end of the battle:
  • Each time a friendly <HIVE FLEET> TYRANT GUARD unit declares a charge, if that enemy unit is a target of that charge, add 4 to the charge roll.
  • Each time a friendly <HIVE FLEET> TYRANT GUARD unit makes an attack against that enemy unit, add 1 to that attack’s hit roll and add 1 to that attack’s wound roll.
BOUNDING ADVANCE1CP/2CP
Tyranids – Strategic Ploy Stratagem

Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.

Use this Stratagem in your Movement phase, when a HORMAGAUNTS unit from your army is selected to Advance. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • That unit is still eligible to declare a charge this turn even though it Advanced.
If that unit has 15 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
ENCIRCLE THE PREY1CP
Tyranids – Strategic Ploy Stratagem

For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.

Use this Stratagem at the end of your Movement phase. Select one BURROWERS unit or unit that can FLY from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up anywhere on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed. A unit cannot be selected for this Stratagem if it was set up on the battlefield this turn.
SPORE CLOUDS1CP
Tyranids – Strategic Ploy Stratagem

Sporecaster organisms are able to eject billowing clouds of spores that set to work polluting and altering the biosphere itself.

Use this Stratagem in your Movement phase, when a SPORECASTER unit from your army is selected to Remain Stationary. Until the start of your next Command phase, add 6" to the range of that unit’s aura abilities.
TOXIC ENTANGLEMENT1CP
Tyranids – Strategic Ploy Stratagem

The Toxicrene’s mass of tendrils whip and coil about its victim, ensnaring them and drawing them into its lethal embrace.

Use this Stratagem in your Shooting phase, when a TOXICRENE model from your army scores a hit against an enemy unit (excluding AIRCRAFT units) with a ranged attack. Roll one D6: on a 2+, until the start of your next Movement phase:
  • Halve the Move characteristic of models in that enemy unit.
  • If a charge is declared with that enemy unit, that TOXICRENE model must be one of the targets of that charge.
  • If a charge is declared with that TOXICRENE model, that enemy unit must be one of the targets of that charge. In addition, add 2 to the charge roll.
IMPALING HOOKS1CP
Tyranids – Wargear Stratagem

Pinioned upon vicious flesh hooks, the squirming prey is all the easier to tear apart.

Use this Stratagem in the Fight phase, when a FLESH HOOKS unit from your army is selected to fight. Until the end of the phase, each time a FLESH HOOKS model in that unit makes a melee attack against an enemy unit (excluding VEHICLE and MONSTER units), add 1 to that attack’s hit roll.
PSYCHOTROPIC VENOM1CP
Tyranids – Wargear Stratagem

Some lash whips can extrude venomous barbs, whose slightest scratch sends the victim into hallucinatory paroxysms as their mind’s worst fears manifest behind their eyes.

Use this Stratagem at the start of the Morale phase. Select one enemy unit (excluding VEHICLE units) within Engagement Range of a LASH WHIP or TOXIC LASHES unit from your army. Until the end of the phase:
  • Subtract 2 from the Leadership characteristic of models in that enemy unit.
  • Subtract 1 from Combat Attrition tests taken for that enemy unit.
ACIDIC TORRENT1CP
Tyranids – Wargear Stratagem

This crude but undeniably effective method of killing the prey has the added advantage of rendering them down to easily consumed slurry.

Use this Stratagem in the Fight phase, when a unit from your army that contains any ACID MAW models is selected to fight. Select one enemy unit within Engagement Range of that unit. For each ACID MAW INFANTRY model in that unit that is within Engagement Range of that enemy unit, roll one D6, or three D6 if that model has the MONSTER keyword; for each 3+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
CORROSIVE VISCERA2CP
Tyranids – Wargear Stratagem

The slightest cut to this creature’s flesh causes pressurised and highly acidic fluids to spray from the wound.

Use this Stratagem in the Fight phase, when a model in an ACID BLOOD unit from your army would lose a wound. Until the end of the phase, each time a model in that unit would lose a wound as the result of a melee attack, roll one D6: on a 4+, the attacking model’s unit suffers 1 mortal wound after making all of its attacks (to a maximum of 6 mortal wounds).
BLINDING VENOM1CP
Tyranids – Wargear Stratagem

Vomited in hissing gouts, this noxious venom blinds its victims and leaves them reeling in agony.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within Engagement Range of any GARGOYLES units from your army. Until the end of the phase:
  • Each time a model in that enemy unit makes an attack, the hit roll cannot be re-rolled.
  • Each time a model in that enemy unit makes a melee attack, subtract 1 from that attack’s hit roll.
PATHOGENIC SLIME1CP/2CP
Tyranids – Wargear Stratagem

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

Use this Stratagem in your Shooting phase, when a HIVE TENDRIL unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target. If that unit has the TOXIN SACS keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.

Adaptive Physiologies

If your army is Battle-forged and includes any HIVE TENDRIL Detachments (excluding Auxiliary Support, Super-heavy Auxiliary and Fortification Network Detachments), then when you are mustering your army, you can upgrade any MONSTER model in your army (excluding CHARACTER and TITANIC models) by giving them an Adaptive Physiology from those presented here.


Each time you give a model an Adaptive Physiology, its Power Rating is increased as shown in the table above. If you are playing a matched play game, or a game that uses a points limit, then the points value of that model is also increased by the amount shown in the same table. Make a note on your army roster each time you give a model an Adaptive Physiology.

Each model can only have one Adaptive Physiology. An army (or a Crusade force) cannot include the same Adaptive Physiology more than once.

A Crusade force cannot start with any models having Adaptive Physiologies - to include one in a Crusade force you must use the Adapted Physiology Requisition.

Dermic Symbiosis

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

This model has a 4+ invulnerable save.

Enraged Reserves

Contained deep within this organism’s body is a pulsating sac filled with a cocktail of adrenostimulant fluids and linked to a ring of vascular-pneumatic sphincters. When roused, this arrangement pumps its potent bio-stimulant through the host organism’s body, driving the creature to new heights of speed and ferocity.

  • If this model’s characteristics can change as it suffers damage, it is considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.
  • Once per battle, when this model is selected for a Tyranids Epic Deed Stratagem, you can use that Stratagem without spending any Command points. Note that any future usages of that Stratagem cost the normal amount of CPs.

Hardened Biology

This biohorror’s chitinous carapace is thickened by expendable, brittle outer layers designed to absorb the impact of small arms fire as they shatter and flake away.

Each time an attack with a Damage characteristic of 1 is allocated to this model, add 1 to any armour saving throw made against that attack.

Precognitive Sensoria

Crackling bio-electric ultra-conductivity enhances this creature’s speed of perception, processing and decision making such that its reactions appear prescient in their swiftness.

At the start of the Fight phase, if this model is within Engagement Range of any enemy units, it can fight first that phase.

Predator Instincts

With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey without direct synaptic oversight.

  • This model is eligible to perform Heroic Interventions as if it were a CHARACTER model.
  • This model 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 model makes a Heroic Intervention move, it can move up to 6". All other rules for Heroic Interventions still apply.

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 influence of the Tyranids’ gestalt mind is spread ever further.

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

Voracious Ammunition

Either host to nests of hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s organic projectiles continue to sear or consume long after it has moved on to other prey.

Each time this model shoots, after it has finished making its attacks, select one unit that was hit by one or more of those attacks. Roll one D6: on a 2+, that unit suffers D3 mortal wounds.

Whipcoil Reflexes

Subconscious instinctive drivers trigger when this beast detects prey organisms fleeing its grasp, spurring it to lash out quicker than the speed of thought.

Each time an enemy unit within Engagement Range of this model is selected to Fall Back, roll one D6: on a 2+, that enemy unit suffers D3 mortal wounds.

Hive Mind Discipline

Before the battle, generate the psychic powers for PSYKER units from your army that know powers from the Hive Mind discipline using the table below. You can either roll one D6 to generate each power randomly (re-rolling duplicate results), or you can select which powers those units know.

When a PSYKER unit from your army manifests a psychic power from this discipline, replace all instances of the <HIVE FLEET> keyword on that psychic power, if any, with the name of the hive fleet that your PSYKER unit is drawn from.

D6PSYCHIC POWER
1

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.

Blessing: Catalyst has a warp charge value of 6. If manifested, select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:

  • Each time a model in that unit (excluding TITANIC models) would lose a wound, roll one D6: on a 5+, that wound is not lost.
  • Each time a TITANIC model in that unit would lose a wound, roll one D6: on a 6, that wound is not lost.

2

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.

Malediction: The Horror has a warp charge value of 5. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 24" of this Psyker. Until the start of your next Psychic phase:

  • Subtract 2 from the Leadership characteristic of models in that unit.
  • Subtract 1 from Combat Attrition tests taken for that unit.

3

NEUROPARASITE

Channelling psionic energies into the mind of the prey organism, the synapse creature triggers encephalitic mutation. Raw grey matter gains rudimentary synaptic sentience and sprouts microscopic chitinous talons and fangs before attempting to chew its way out of its cranial prison.

Witchfire: Neuroparasite has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Roll one D6 for each model in that unit: for each roll that exceeds that model’s Toughness characteristic, that model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).

4

ONSLAUGHT

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

Blessing: Onslaught has a warp charge value of 6. If manifested, select one friendly <HIVE FLEET> unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase:

  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved.
  • That unit is eligible to declare a charge in a turn in which it Advanced.

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.

Malediction: Paroxysm has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase:

  • That unit cannot fire Overwatch or Set to Defend.
  • Each time a model in that unit makes a melee attack, subtract 1 from that attack’s wound roll.

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 shock wave.

Witchfire: Psychic Scream has a warp charge value of 5. If manifested, select the closest enemy unit within 18" of this PSYKER. That unit suffers D3 mortal wounds. If that unit has the PSYKER keyword and the result of the Psychic test is higher than the Leadership characteristic of that unit, randomly select one psychic power that unit knows. Until the end of the battle, that unit no longer knows that psychic power.

Warlord Traits

If a <HIVE FLEET> CHARACTER model is your WARLORD, you can use the Hive Fleet Warlord Traits table below to determine what Warlord Trait they have. You can either roll one D6 to randomly generate one, or you can select one.

When you have determined a Warlord Trait for a HIVE TENDRIL CHARACTER model, replace all instances of the <HIVE FLEET> keyword in their Warlord Trait, if any, with the name of the hive fleet that your model is from.

D6WARLORD TRAIT
1

ALIEN CUNNING

This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.

  • This WARLORD has the Objective Secured ability.
  • This WARLORD counts as 5 models when determining control of an objective marker.
  • This WARLORD can start to perform an action, even if it Advanced or Fell Back this turn.

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.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.

3

SYNAPTIC LINCHPIN

With a cerebral cortex that pulsates with the irresistible power of the Hive Mind, this warlord acts as a blazing synaptic beacon to the lesser creatures of the swarm.

  • Add 3" to the range of this WARLORD’s aura abilities and Synaptic Imperative abilities.
  • Each time this WARLORD uses an ability in your Command phase that specifies a range, until the end of the phase, add 3" to the range of that ability.

4

DIRECT GUIDANCE

Projecting a portion of its consciousness directly into the crude ganglia of its lesser warrior organisms allows this warlord to guide their strikes.

In your Command phase, select one friendly <HIVE FLEET> CORE unit within Synaptic Link range of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, add 1 to that attack’s hit roll.

5

SYNAPTIC TENDRILS

This organism is a thrumming node of synaptic energies, a blazing beacon of the Hive Mind’s influence, able to reach out and augment the abilities of its swarm at will.

In your Command phase, if this WARLORD has one of the following abilities, it can use that ability one additional time that phase: Alpha Warrior, Bio-impulses, Brood Progenitor, Vicious Insight, Warp Siphon, Will of the Hive Mind.

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.

Each time this WARLORD would lose a wound, roll one D6: on a 5+, that wound is not lost.


Named Characters and Warlord Traits

If one of the following characters gains a Warlord Trait, they must have the one shown below.
CHARACTERWARLORD TRAIT
DeathleaperAlien Cunning 
Old One EyeAdaptive Biology 
The SwarmlordSynaptic Linchpin 

Chapter Approved Rules

If every model in your army (excluding UNALIGNED units) has the HIVE TENDRIL keyword, you can, if you are playing a matched play battle that instructs you to select secondary objectives (e.g. a mission from the Eternal War mission pack in the Warhammer 40,000 Core Book), select one of them to be from the TYRANIDS secondary objectives listed below.

Like all other secondary objectives, each of the secondary objectives listed below has a category, and they follow all the normal rules for secondary objectives (for example, when you select secondary objectives, you cannot choose more than one from each category, you can score no more than 15 victory points from each secondary objective you select during the mission etc.).

No Mercy, No Respite

SYNAPTIC INSIGHT
Progressive Objective

Testing their strength against the mightiest prey and sending sense-impressions to back through the synaptic network, leader organisms appraise the Hive Mind of potential threats and weaknesses.

If you select this objective, keep a tally of Synaptic Kill points. Reset your Synaptic Kill points tally to 0 at the start of each battle round. Each time an enemy model (excluding Dedicated Transport models) is destroyed by a SYNAPSE model from your army:
  • If that enemy model had a Wounds characteristic of between 3 and 5, add 1 to your Synaptic Kill points tally.
  • If that enemy model had a Wounds characteristic of between 6 and 9, add 2 to your Synaptic Kill points tally.
  • If that enemy model had a Wounds characteristic of 10 or more, add 3 to your Synaptic Kill points tally.
Score 3 victory points at the end of the battle round if your Synaptic Kill points tally for that battle round is 4 or more. You cannot score more than 12 victory points from this objective.

Shadow Operations

SPORE NODES
Progressive Objective

By shedding clouds of microscopic nodules and allowing them to take root in the bedrock of the prey world, Tyranids sow bitter crops of spore organisms that will later erupt and corrupt enemy territory.

Score 4 victory points each time a unit from your army successfully completes the following action:

Seed Spore Node (Action): One Troops unit from your army can start to perform this action at the end of your Movement phase from the second battle round onwards if it is within 6" of your opponent’s deployment zone and not within 6" of any Spore Node objective markers. The action is completed at the end of your turn. If this action is successfully completed, place one objective marker anywhere within 1" of the unit that completed this action. This objective marker represents a Spore Node, but does not count as an objective marker for any rules purposes other than for this secondary objective.

Purge the Enemy

CRANIAL FEASTING
End Game Objective

By cracking open the skulls of prey leaders and thrusting proboscises or writhing tendrils into the gory bounty within, ravenous Tyranid organisms digest the very secrets and plans of the enemy.

Each time an enemy CHARACTER model or unit champion is destroyed by a melee attack made by a HIVE TENDRIL model from your army, roll one D6, adding 2 to the roll if that HIVE TENDRIL model has the FEEDER TENDRILS keyword, and adding 2 if the destroyed model has the CHARACTER keyword: on a 6+, you gain 1 Command point (to a maximum of 1 Command point per battle round).

At the end of the battle:
  • Score 3 victory points if you gained 1 or more Command points during the battle due to this objective.
  • Score 1 victory point for each enemy CHARACTER model and each enemy unit champion that was destroyed by a melee attack made by a HIVE TENDRIL model from your army.
  • Score 3 victory points if the enemy WARLORD was destroyed by a melee attack made by a HIVE TENDRIL model from your army.

Crusade Rules

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

Devouring Worlds

If your Crusade force includes HIVE TENDRIL units, it can embark upon the task of devouring a series of planets in order to absorb their biomass and fuel your hive fleet’s expansion.

Your Crusade force can only work on devouring one planet at a time. When devouring a planet, your Crusade force will move through three stages in order; the first stage is Invasion, followed by Predation and then finally Consumption. During each phase, your force will devour more of the planet’s biomass as its flora and fauna are consumed, and crush more of the inhabitants’ resistance as they go. Once you have devoured enough biomass and destroyed enough of the enemy resistance, your Crusade force will complete your current stage and move on to the next step in devouring that world.

If at any point your Crusade force finds itself without an active world to devour, you can generate a new one as described below.

Generating a New World

When generating a new world to devour, you begin by resetting your Crusade force’s Biomass points and Crushed Resistance points to 0, and then determine how many of each of these is required in order to complete each of that planet’s three stages.

First, roll one D3 to determine the type of the planet that you are devouring using the Planet Type table below.

D3PLANET TYPE
1Industrial World (may also be a forge world, manufactorum world, refinery world, etc.)
2Rural World (may also be an agri world, feudal world, frontier colony, Imperial Knight world, etc.)
3Hive World

Then consult the relevant table (see below) to determine the Biomass points and Crushed Resistance points needed for each stage of that planet’s destruction. To do so, generate the number of points needed for the Invasion stage first. Then generate the number of points needed for the Predation stage by adding the value in the table to what you generated for the Invasion stage for that particular planet type. Finally, generate the points needed for the Consumption stage in the same manner but add the value in the table to that of the Predation stage, instead of the Invasion stage. Note that Biomass and Crushed Resistance points accrued during a previous stage of a planet’s destruction still count towards the targets for the current stage.

Example: Hannah Marie’s Tyranid forces came upon a hive world and began devouring it. She rolled to determine the Biomass and Crushed Resistance values for the Invasion phase first, resulting in a 5 and 3 respectively. This means that her Crusade force will need to accrue 5 Biomass points and 3 Crushed Resistance points in order to move on to the Predation stage of her attack. She then rolls to determine the values for the Predation stage. She rolls a 6 for Biomass which means that, when added to the value she generated for the Invasion stage (which was 5), she will need a total of 11 Biomass to complete that stage. She does the same for the Crushed Resistance value, rolling a 4, and ends up with a final result of 7. Finally, she rolls to determine the amounts she needs to complete the Consumption stage. For Biomass, she rolls a 3, which she adds to the 11 from the previous stage to get a total of 14 Biomass points that are needed to complete the last stage. She then calculates the Consumption stage value for Crushed Resistance in a similar manner.

1. INDUSTRIAL WORLD
STAGEBIOMASSCRUSHED RESISTANCE
Invasion32D3
Predation+D3+4
Consumption+3+5
2. RURAL WORLD
STAGEBIOMASSCRUSHED RESISTANCE
Invasion3D32
Predation+2D3+D3
Consumption+2D3+D3
3. HIVE WORLD
STAGEBIOMASSCRUSHED RESISTANCE
InvasionD3+3D6
Predation+2D3+D6
Consumption+D6+D6

Completing a Devouring Stage

To complete a stage and move on to the next, your Crusade force needs to have acquired at least as many Biomass points and at least as many Crushed Resistance points for that stage as were generated for it above.
  • Each time you win a battle, your Crusade force gains 1 Biomass point and 1 Crushed Resistance point.
  • Each time you lose a battle, your Crusade force loses 1 Biomass point (to a minimum of 0 Biomass points).
Additional ways of earning Biomass and Crushed Resistance points can be found in the Agendas section.

Stage 1: Invasion

ARMY BUILDING
While your Crusade force is in the Invasion stage, when mustering your army, the Command Benefits of the Vanguard Detachment are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’

STRATAGEM
While your Crusade force is in the Invasion stage, you have access to the Stratagem shown below, and can spend CPs to use it:

VANGUARD ONSLAUGHT1CP
Tyranids – Battle Tactic Stratagem – Crusade

First amongst the swarm to assail the prey, vanguard organisms pounce upon ill-prepared defenders.

Use this Stratagem in the Fight phase, when a GARGOYLES, GENESTEALERS, HARPY, HIVE CRONE or LICTOR unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move, was charged, or performed a Heroic Intervention this turn, then each time a model in that unit makes an attack, you can re-roll the wound roll.

BATTLE EXPERIENCE
While your Crusade force is in the Invasion stage, at the end of each battle:
  • Units from your army with any of the following keywords gain an additional 1 experience point from the Battle Experience rule: ENDLESS MULTITUDE; GENESTEALERS; HARPY; HIVE CRONE; LICTOR.
  • Units from your army with any of the following keywords do not gain any experience points from the Battle Experience rule: BIOVORES; EXOCRINE; HARUSPEX; HIVE GUARD; HIVE TYRANT; PYROVORES; RIPPER SWARMS; TYRANNOFEX; TYRANT GUARD.

Stage 2: Predation

ARMY BUILDING
While your Crusade force is in the Predation stage, when mustering your army, the Command Benefits of the Outrider Detachment are changed to: ‘+3 Command points if your WARLORD is part of this Detachment.’

STRATAGEM
While your Crusade force is in the Predation stage, you have access to the Stratagem shown below, and can spend CPs to use it:

INFESTATION1CP
Tyranids – Strategic Ploy Stratagem – Crusade

So thoroughly saturated with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one ENDLESS MULTITUDE unit from your army. During deployment, when you set up that unit, it can be set up anywhere on the battlefield that is wholly within an Area Terrain feature and more than 9" away from the enemy deployment zone and any enemy models.

BATTLE EXPERIENCE
While your Crusade force is in the Predation stage, at the end of each battle:
  • Troops units from your army gain an additional 1 experience point from the Battle Experience rule.
  • Units from your army with any of the following keywords do not gain any experience points from the Battle Experience rule: BIOVORES; EXOCRINE; HARUSPEX; HIVE GUARD; HIVE TYRANT; PYROVORES; RIPPER SWARMS; TYRANNOFEX; TYRANT GUARD.

Stage 3: Consumption

ARMY BUILDING
When mustering your army, while your Crusade force is in the Consumption stage, the Command Benefits of the Spearhead Detachment are changed to: ‘+3 Command points if your WARLORD is part of this Detachment’

STRATAGEM
While your Crusade force is in the Consumption stage, you have access to the Stratagem shown below, and can spend CPs to use it:

GUARD AND CONSUME1CP
Tyranids – Battle Tactic Stratagem – Crusade

As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive.

Use this Stratagem in your Shooting phase, when a BIOVORES, EXOCRINE, HARUSPEX, HIVE GUARD, HIVE TYRANT, PYROVORES, RIPPER SWARMS, TYRANNOFEX or TYRANT GUARD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack:

BATTLE EXPERIENCE
While your Crusade force is in the Consumption stage, at the end of each battle:
  • Units from your army with any of the following keywords gain an additional 1 experience point from the Battle Experience rule: BIOVORES; EXOCRINE; HARUSPEX; HIVE GUARD; HIVE TYRANT; PYROVORES; RIPPER SWARMS; TYRANNOFEX; TYRANT GUARD.
  • Units from your army with any of the following keywords do not gain any experience points from the Battle Experience rule: GENESTEALERS; HARPY; HIVE CRONE; LICTOR.

Biogenesis

Each time your Crusade force completes Stage 3 of its attack on a planet, you can spend any of the Biomass points you have acquired on the upgrades shown below, before generating a new world to devour.

THE SWARM GROWS2 BIOMASS PTS

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

Increase your Crusade force’s Supply Limit by 3 Power.
RARE BIOMORPHS4 BIOMASS PTS

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

Select one HIVE TENDRIL CHARACTER unit from your Order of Battle. You can use the Relic Requisition once for 0RP to give a model in that unit a Relic as if it had just gained a rank.
ENHANCED ORGANISMS5 BIOMASS PTS

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

Select one HIVE TENDRIL unit from your Order of Battle. That unit gains 5 experience points. Each unit can only be selected for this upgrade once per devoured world.
SWARMNODE5 BIOMASS PTS

Harvested biomass is channelled into enhancing the strategic and tactical abilities of an already efficacious leader organism.

Select one HIVE TENDRIL CHARACTER unit from your Order of Battle. You can use the Warlord Trait Requisition once for 0RP to give a model in that unit a Warlord Trait as if it had just gained a rank.
RAPID ADAPTATION5 BIOMASS PTS

A focussed allocation of biomass offers a brood the chance to rapidly and significantly adapt at the Hive Minds urging.

You can use the Adapted Physiology Requisition once for 0RP.
BIOLOGICAL RESOURCES6 BIOMASS PTS

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

Your Crusade force gains 1 Requisition point.

Agendas

If your Crusade army includes any HIVE TENDRIL units, you can select one Agenda from the Tyranids Agendas, listed below. 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).

INFEST THE PREY WORLD
Tyranids Agenda

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

Keep an Overwhelm and Spread tally for your army. At the end of your turn, add 1 to your army’s Overwhelm and Spread tally for each table quarter that wholly contains one or more ENDLESS MULTITUDE units from your army that are not within 6" of the centre of the battlefield.

At the end of the battle, your Crusade force gains the number of Biomass and Crushed Resistance points shown in the table below, and each unit from your army wholly within your opponent’s deployment zone earns 2 experience points.

OVERWHELM AND SPREAD TALLYBIOMASS POINTS GAINEDCRUSHED RESISTANCE POINTS GAINED
0-500
6-1011
11-15D31
16+D3D3
HUNT AND SLAY
Tyranids Agenda

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

Keep a Predatory Kills tally for each unit from your army. At the start of the battle, your opponent selects five different units from their army to be Prey Targets (if your opponent's army has less than five units, they select as many as possible). Each time a unit from your army destroys a Prey Target unit in the Fight phase, add 1 to its Predatory Kills tally.

If a Prey Target unit splits into multiple, smaller units, then all of those units must be destroyed for that Prey Target unit to be considered destroyed.

Each unit from your army gains a number of experience points equal to double their Predatory Kills tally, and your Crusade force gains a number of Biomass and Crushed Resistance points as shown in the table.

NUMBER OF ENEMY PREY TARGETS DESTROYEDBIOMASS POINTS GAINEDCRUSHED RESISTANCE POINTS GAINED
101
2-31D3
4+D33
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, from sporecaster organisms to 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 Spore action (see below). If you selected this Agenda, then HIVE TENDRIL INFANTRY units from your army can attempt the following action:

Implant Tyrannoform Spore (Action): One HIVE TENDRIL 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 Spore objective markers (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 Spore, but does not count as an objective marker for any rules purposes other than for this Agenda.

Each unit from your army gains a number of experience points equal to double their Tyrannoform Prey World tally, and your Crusade force gains a number of Biomass and Crushed Resistance points as shown in the table below.

NUMBER OF IMPLANTED TYRANNOFORM SPORE OBJECTIVE MARKERSBIOMASS POINTS GAINEDCRUSHED RESISTANCE POINTS GAINED
311
4D31
5+3D3
TYRANID ATTACK
Tyranids Agenda

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

At the end of the battle, if there are no enemy models remaining on the battlefield, each HIVE TENDRIL unit from your army that is on the battlefield gains 3 experience points, and your Crusade force gains 4 Biomass points and 4 Crushed Resistance points.

Requisitions

If your Crusade force includes any HIVE TENDRIL 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.

CONSUME TO SURVIVE

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

If your Crusade force includes any HIVE TENDRIL units, the Increase Supply Limit Requisition costs you 2 Requisition points to use.

RESPAWN WARRIOR ORGANISMS1RP

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

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

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

Purchase this Requisition during the Select Agendas step of the battle. You can select one additional Agenda to use during this battle and up to two of your Agendas can be selected from the Tyranids Agendas. At least one of the Agendas you select must be from the Tyranids Agendas.
ADAPTED PHYSIOLOGY1RP

Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to its prey.

Purchase this Requisition when you add a HIVE TENDRIL unit to your Order of Battle, or when a HIVE TENDRIL unit in your Crusade force gains a rank.

You can give that HIVE TENDRIL unit an Adaptive Physiology. The Adaptive Physiology that HIVE TENDRIL unit is given must be one that it can have. Make a note of the Adaptive Physiology on that HIVE TENDRIL unit’s Crusade card and increase its Power Rating appropriately. You cannot give a HIVE TENDRIL unit an Adaptive Physiology in this manner if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit.
SYNAPTIC BIOREGENESIS2RP

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

Purchase this Requisition at any time. Select one SYNAPSE unit from your Order of Battle and replace it with a new SYNAPSE unit from the same hive fleet. You cannot purchase this Requisition if doing so would cause your total Power Level to exceed your Crusade force’s Supply Limit. The newly added SYNAPSE unit starts with the same number of experience points as the unit it replaced and immediately gains the appropriate number of Battle Honours for its rank.
NEURO-HYBRIDISATION1RP

To view the warrior organisms of the hive fleets as distinct individuals is to fundamentally misunderstand the nature of their gestalt bond. Leader organisms have been observed to exchange behaviour patterns, predatory specialisms and even psyker-analogous abilities from one conflict to the next. It is theorised that such organic data is all filtered easily through the synaptic network.

Purchase this Requisition at any time. Select two SYNAPSE units from your Order of Battle. Swap the Synaptic Imperative abilities of those two units with one another. Make a note on their Crusade cards of their new Synaptic Imperative abilities.

Battle Traits

When a HIVE TENDRIL 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 to randomly determine what Battle Trait the unit gains, or choose a Battle Trait 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.

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

HIVE TENDRIL UNITS (EXCLUDING SYNAPSE UNITS)
D6TRAIT
1Strength Born of Hunger

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

Add 1 to the Strength characteristic of models in this 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 a melee attack, you can ignore any or all hit roll and Weapon Skill modifiers.
  • Each time a model in this unit makes a ranged attack, the target does not receive the benefits of Light Cover against that attack.
3Instinctive Autonomy

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

While this unit is within 18" of a friendly <HIVE FLEET> SYNAPSE model, this unit counts as being within 6" of that model for its Synapse ability.
4Ranged Resistance

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

Each time a ranged attack is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
5Fleet of Claw

These warrior organisms move with lithe rapidity, the better to close the distance to their prey and begin their killing frenzy.

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 result of 1-2 as 3 instead.
6Onslaught Killers

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

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

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

At the end of your Movement phase, select one enemy unit within 9" of this unit. Roll one D6 and add this unit’s Leadership characteristic to the result. Your opponent rolls one D6 and adds that enemy unit’s Leadership characteristic to their result. If your total is greater than your opponent’s, until the start of your next Movement phase, that enemy unit cannot be selected to Advance and the Move characteristic of models in it are halved.
2Psychic Shadow

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

  • Each time an enemy unit manifests a psychic power, this unit cannot be selected when resolving that psychic power.
  • In your opponent’s Psychic phase, each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 3+, that wound is not lost.
3Lingering Presence

Even if its physical frame is destroyed, the neural imprint of this leader-beast continues to echo through the synaptic network.

Each time you use the Synaptic Legacy Stratagem, if this unit is destroyed and its Synaptic Imperative ability is selected for that Stratagem, reduce its CP cost by 1CP. Note that the CP cost is only reduced by 1CP for that use of the Stratagem, any future usages of it cost the normal amount of CPs.
4Alien Resilience

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

At the start of your Command phase, one model in this unit regains 1 lost wound.
5Armoured Biomorph

This brood boasts thickened and extended chitinous carapaces.

Add 1 to the Toughness characteristic of models in this unit.
6Psychic Aberration

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

Each time you use the Power of the Hive Mind Stratagem, if this unit is selected for that Stratagem, reduce its CP cost by 1CP. Note that the CP cost is only reduced by 1CP for that use, any future usages of it cost the normal amount of CPs.

Battle Scars

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

HIVE TENDRIL UNITS (EXCLUDING SYNAPSE, GENESTEALERS AND LICTOR UNITS)
D6SCAR
1Uncontrollable

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

This unit is not affected by the Synaptic Imperative abilities of friendly SYNAPSE models.
2By Instinct Alone

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

This unit is not affected by the Synapse ability of friendly models.
3Mindless Focus

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

Each time this unit is selected to shoot, models in this unit can only target the closest eligible enemy unit when resolving this unit’s attacks.
4Bestial Rage

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

Each time this unit declares a charge, one of the targets of that charge must be the closest eligible enemy unit.
5-6Generate a Battle Scar from the Warhammer 40,000 Core Book
SYNAPSE UNITS
D6SCAR
1Neural Dissonance

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

When using the ability of another friendly model to select a unit within Synaptic Link range, this unit is not treated as having the SYNAPSE keyword.
2Synaptic Decay

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

You cannot select this unit’s Synaptic Imperative ability to be active for your army. Note that if there is another friendly unit on the battlefield with the same Synaptic Imperative ability, you can still select that unit’s version of the ability.
3Lobe Impairment

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

While this unit has this Battle Scar, it loses the Synapse ability.
4Casts No Shadow

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

While this unit has this Battle Scar, it loses the Shadow in the Warp ability.
5-6Generate a Battle Scar from the Warhammer 40,000 Core Book

Psychic Fortitudes

When a HIVE TENDRIL PSYKER unit gains a Psychic Fortitude, you can use the table below. If you do so, roll one D6 and consult the table to randomly determine what Psychic Fortitude the unit gains, or choose a Psychic Fortitude that tells the best narrative for your unit. All the normal rules for Psychic Fortitudes apply (e.g. a unit cannot have the same Psychic Fortitude more than once). As with any Psychic Fortitude, make a note on the unit’s Crusade card when it gains a Psychic Fortitude and increase its Crusade points accordingly, as described in the Warhammer 40,000 Core Book.

PSYCHIC FORTITUDES
D6PSYCHIC FORTITUDE
1Warp Tendrils

This organism’s localised empyric presence manifests as a writhing nest of malignant tendrils that latch onto its victims’ minds and souls, draining them of purpose and courage.

Each time an enemy unit is selected for a psychic power manifested by this unit, and each time an enemy unit suffers 1 or more mortal wounds from a psychic power manifested by this unit, until the start of your next Psychic phase, that enemy unit’s resolve is sapped. While a unit’s resolve is sapped:
  • Subtract 1 from the Leadership characteristic of models in that enemy unit.
  • Subtract 1 from Combat Attrition tests taken for that enemy unit.
2Shadowcaster Organism

This bioform has been transformed into an organic focusing lens for the malevolent Shadow in the Warp.

Each time an enemy unit attempts to deny a psychic power manifested by this unit, if that Deny the Witch roll includes a double, that enemy unit suffers Perils of the Warp.
3Warp Crest

This membranous crest sends excess empyric energies lashing out to rake at nearby prey organisms.

Each time this unit successfully manifests a psychic power, select one enemy unit within 6" of this unit and roll one D6: on a 2+, that enemy unit suffers 1 mortal wound.
4Manifest Will

Even as this warrior organism works the Hive Mind’s will, gestalt energies flow through it to infuse nearby broods with strategic purpose, bolstering their already deadly capabilities.

The first time this unit successfully manifests a psychic power in each of your Psychic phases, select one friendly <HIVE FLEET> unit within 9" of this unit. Until the start of your next Command phase, that unit gains the Objective Secured ability.
5Flickerflit

This organism phases unsettlingly in and out of reality as the synaptic energies of the Hive Mind flow through it, allowing it to meld into shadow and smoke only to reappear nearby - catching the unsuspecting prey by surprise.

The first time this unit successfully manifests a psychic power in each of your Psychic phases, it can make a Normal Move of up to 3".
6Alpha Node

As synaptic energies crackle through the enhanced cerebral architecture of this bioform, its conductivity of the Hive Mind’s formidable will expands to affect a wider area, giving nearby brood-beasts the advantage.

Each time this unit successfully manifests a psychic power, until the start of your next Psychic phase, add 3" to the range of this unit’s aura abilities and Synaptic Imperative abilities (to a maximum of 18").

Crusade Relics

When a HIVE TENDRIL CHARACTER model 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. When a model from your army is given a Crusade Relic, replace all instances of the <HIVE FLEET> keyword on that Relic's rules, if any, with the name of the hive fleet that your model is drawn from.

Artificer Relics

A HIVE TENDRIL CHARACTER model can be given one of the following Artificer Relics instead of one of the ones presented in the Warhammer 40,000 Core Book.

Spirit-leech Cortex

This rare cranial adaptation allows its monstrous host to psychically drain the life from its prey, feeding off their psionic essence and using it as fuel to both regrow and augment its form.

PSYKER model only. In your Psychic phase, 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 (to a maximum of 3 regained wounds per phase).
  • Until the start of your next Psychic phase, add 1 to the bearer’s Strength characteristic (to a maximum of +3).

Balemind Membrane

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

PSYKER model only. Each time the bearer successfully manifests a psychic power or performs a psychic action, if the result of the Psychic test was 8+, that psychic power or psychic action cannot be denied.


Antiquity Relics

A HIVE TENDRIL CHARACTER model of Heroic rank or higher can be given one of the following Antiquity Relics 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 any normal damage.
  • Each time the bearer fights, if one or more enemy models (excluding VEHICLE models) are destroyed when resolving its attacks, after the fight is resolved you can select one friendly <HIVE FLEET> RIPPER SWARMS unit within 12" of the bearer. If you do so, add 1 <HIVE FLEET> RIPPER SWARMS model to that unit. If any of the destroyed models had the MONSTER keyword, add D3 models to that RIPPER SWARMS unit instead. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that RIPPER SWARMS unit.

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 linked with the bearer. With a mental command, the wielder can generate a surge of psychic energy that incinerates the unfortunate victim from the inside out.

Model equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:

  • Each time the bearer is selected to fight, after resolving its attacks, select one enemy unit hit by an attack made with this weapon this phase, and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds.
  • Each time an attack is made with this weapon against a PSYKER unit, if a hit is scored, in your opponent’s next Psychic phase, that unit cannot attempt to perform psychic actions.
  • Each time an attack is made with this weapon against a PSYKER unit, you can re-roll the wound roll.


Legendary Relics

A HIVE TENDRIL CHARACTER model of Legendary rank can be given the following Legendary Relic instead of one of the ones presented in the Warhammer 40,000 Core Book. In addition, in order to give a model a Legendary Relic, you must also pay 1 Requisition point (if you do not have enough Requisition points, you cannot give that model a Legendary Relic). Add an additional 2 to a unit’s total Crusade points for each Legendary Relic it has - this is in addition to the +1 from gaining a Battle Honour, for a total of +3.

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-beasts wake.

  • Once per battle, at the start of the battle round, when selecting a Synaptic Imperative ability to be active for your army, if the bearer is on the battlefield, you can select the bearer’s Synaptic Imperative ability, even if it has already been active for your army.
  • While the bearer is on the battlefield, all friendly <HIVE FLEET> SYNAPSE units count as being within 12" of one another for the purpose of selecting a unit within Synaptic Link range of one of them.

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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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 (Supplement) – 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.

Army of Renown: Crusher Stampede

At the height of Tyranid invasions, when the opposition is fierce enough, the hive fleet produces entire hordes of monstrous creatures to overwhelm the foe. When they attack, the horizon is filled with enormous hungering beasts.

Designer’s Note: Though it appears in the Flashpoint: Octarius section, the Crusher Stampede does not have a Flashpoint keyword or other rules limiting its use to Flashpoint: Octarius games. The Crusher Stampede is an Army of Renown and is legal for all types of play.

RESTRICTIONS
  • Your army cannot include any SWARM units and cannot contain any models with a Wounds characteristic of 2 or less.
  • For each unit from your army that does not have the MONSTER keyword, your army must include at least one MONSTER unit.
  • All units from your army must have the TYRANIDS keyword and be drawn from the same <HIVE FLEET>.

BENEFITS
  • All units from your army gain the CRUSHER STAMPEDE keyword.
  • Units from your army without the MONSTER keyword gain the Shielded by the Hive Mind ability (see below).
  • MONSTER units from your army gain the Hulking Behemoths ability (see below).
  • You have access to the Crusher Stampede Warlord Traits and Stratagems.
  • CRUSHER STAMPEDE PSYKERS from your army can generate their psychic powers from the Mass Convergence discipline.

Shielded by the Hive Mind

When the Hive Mind wills the total destruction of an enemy through overwhelming force, its gestalt power moves with the beasts it sends forth.

  • This unit can never gain a Hive Fleet Adaptation.
  • Models in this unit have a 5+ invulnerable save.

Hulking Behemoths

The Hive Mind funnels immense resources into empowering the monstrous beasts of its hordes, infusing them with great reserves of energy and strength.

  • This unit can never gain a Hive Fleet Adaptation.
  • Models in this unit have a 5+ invulnerable save.
  • Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
  • Models in this unit count as a number of models equal to their remaining Wounds for the purpose of determining the control of objective markers.

Warlord Traits

If a CRUSHER STAMPEDE model is your WARLORD, it can have one of the Warlord Traits below instead of one from another source. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

Raging Influence (Aura)

When required, this warlord imbues its fellow beasts with a level of savagery that makes them even more dangerous in combat.

While a friendly CRUSHER STAMPEDE MONSTER unit is within 6" of this WARLORD, each time a model in that unit makes a melee attack, an unmodified hit roll of 6 scores 1 additional hit.

2

Savage Intimidation (Aura)

This warlord is even more terrifying to behold than other bioforms of its kind.

While an enemy unit is within 3" of this WARLORD:

  • Each time a model in that unit makes a melee attack, subtract 1 from that attack’s hit roll.
  • Each time a Combat Attrition test is taken for that unit, subtract 1 from that Combat Attrition test.

3

Rampaging Beast

This warlord has reserves of energy that it unleashes in waves of devastating fury.

Once per turn, when this WARLORD is selected to Fight, it can use this Warlord Trait. If it does so, until the end of the phase, add D3 to this WARLORD’s Attacks characteristic.


Stratagems

If your army is a Crusher Stampede, you have access to these Stratagems, and can spend CPs to use them.

Designer’s Note: Stratagems with the Crusher Stampede label are also considered to have the Tyranids label.

THUNDEROUS IMPACT2CP
Crusher Stampede – Battle Tactic Stratagem

Tyranid beasts see enemy vehicles and monsters as the most significant threats and fight furiously to bring them down.

Use this Stratagem in the Fight phase, when a CRUSHER STAMPEDE MONSTER model from your army has finished a pile-in move. Select one enemy MONSTER or VEHICLE unit within Engagement Range of that model. Until the end of the phase, that model can only make attacks against the selected unit, and each time it makes an attack:
  • Add 1 to that attack’s hit roll.
  • Add 1 to that attack’s wound roll.
  • Add 1 to that attack’s damage roll.
TERRIFYING CHARGE1CP
Crusher Stampede – Battle Tactic Stratagem

To look out over the battlefield and see an endless tide of Tyranid monsters rapidly approaching, claws ready and maws open, is a truly terrifying prospect.

Use this Stratagem at the start of the Morale phase. Select one enemy unit within Engagement Range of a CRUSHER STAMPEDE MONSTER model from your army that made a charge move this turn. Until the end of the turn, subtract 3 from the Leadership characteristic of models in that enemy unit.
UNBREAKABLE CHITIN1CP/2CP
Crusher Stampede – Battle Tactic Stratagem

Many of the war-beasts unleashed by the Hive Mind have adapted thicker chitin armour, enabling them to shrug off enemy attacks.

Use this Stratagem in any phase, when a CRUSHER STAMPEDE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, 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. If that unit contains 5 or more models, or contains any models with a Wounds characteristic of 10 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.
DEATH SURGE2CP
Crusher Stampede – Battle Tactic Stratagem

In its final moments, the beast thrashes around injuring all in its path.

Use this Stratagem in the Fight phase, when a CRUSHER STAMPEDE MONSTER model (excluding CHARACTER models) from your army is destroyed. Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. When doing so, that CRUSHER STAMPEDE model is considered to have its full wounds remaining for the purposes of determining what characteristics on its profile to use. After resolving the destroyed model’s attacks, it is then removed.
BREAKING THROUGH1CP
Crusher Stampede – Battle Tactic Stratagem

The monstrous bioforms the Tyranids unleash upon their prey overwhelm all in their path.

Use this Stratagem in your Charge phase, when a CRUSHER STAMPEDE MONSTER model from your army finishes a charge move. Select one enemy model within Engagement Range of that MONSTER model, and roll a number of D6 equal to that MONSTER model’s remaining Wounds:
  • If that MONSTER model’s Strength characteristic is higher than that enemy model’s Toughness characteristic, for each 3+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
  • If that MONSTER model’s Strength characteristic is the same as that enemy model’s Toughness characteristic, for each 4+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
  • If that MONSTER model’s Strength characteristic is less than that enemy model’s Toughness characteristic, for each 5+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
RAPID ADAPTATION1CP
Crusher Stampede – Battle Tactic Stratagem

Before a battle, Tyranid Warriors spawned for it may undergo a rapid adaptation, making them even deadlier.

Use this Stratagem before the battle, when you are mustering your army. Select one CRUSHER STAMPEDE TYRANID WARRIORS unit from your army. Models in that unit have a Weapon Skill characteristic of 2+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ENHANCED BRAIN FUNCTIONS1CP/2CP
Crusher Stampede – Battle Tactic Stratagem

Many Tyranid Warriors are adapted with enhanced brain functions, allowing them to fight in hand-to-hand combat while still operating ranged weapons effectively.

Use this Stratagem in your Shooting phase. Select one CRUSHER STAMPEDE TYRANID WARRIORS unit from your army that is within Engagement Range of any enemy models. Until the end of the phase, models in that unit can make ranged attacks using the Big Guns Never Tire rule as if they had the MONSTER keyword. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

Mass Convergence Discipline

Before the battle, you can generate psychic powers for any CRUSHER STAMPEDE PSYKER units from your army from the Mass Convergence discipline using the table below, instead of using any other psychic discipline. You can either roll one D3 to generate each power randomly (re-rolling duplicate results), or you can select which powers the PSYKER knows.

D3PSYCHIC POWER
1

Synaptic Barrier

The synapse creature creates a physical barrier of synaptic energy, shielding Tyranid beasts from attack.

Blessing: Synaptic Barrier has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, that model has a 4+ invulnerable save.

2

Aggressive Surge

The Hive Mind fills select beasts with ferocious energy that drives them to attack with unbounded aggression.

Blessing: Aggressive Surge has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE model within 18" of this PSYKER. Until the start of your next Psychic phase, add D3 to the Attacks characteristic of that model.

3

Infused Energies

Through synaptic conduits, the Hive Mind imbues creatures of its horde with even greater energy and ferocity

Blessing: Infused Energies has a warp charge value of 6. If manifested, select one friendly CRUSHER STAMPEDE unit (excluding SYNAPSE units) within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, you can re-roll the hit roll.

Boarding Actions

The Tyranids are a seemingly infinite race of extragalactic life forms that exist to hunt, kill and devour all organic life. Be it the warriors of enemy armies or the biospheres of verdant worlds, all are simply biomass to be consumed by the swarm.

Mustering a Boarding Patrol

When mustering a Boarding Patrol, if your Faction is HIVE TENDRIL, then the following rules apply when adding units to your Boarding Patrol Detachment, and they take priority over the normal rules for mustering a Boarding Patrol.
  • All <HIVE FLEET> units in your Boarding Patrol must be from the same hive fleet.
  • NEUROTHROPE, ZOANTHROPES and VENOMTHROPES units can be included in a Boarding Patrol Detachment even though they have the FLY keyword.
  • You cannot include both a ZOANTHROPES and a VENOMTHROPES unit.
  • You can only include one LICTOR unit.
  • You can include one Fast Attack slot, but only if it is a RIPPER SWARMS unit.
  • When forming Boarding Squads, do not split TERMAGANTS or HORMAGAUNTS units into separate units.

Rules Adaptations

If your Faction is HIVE TENDRIL, then the following rules adaptations apply to Tyranids rules found in Codex: Tyranids.
  • All models lose the FLY keyword (if they have it) while they are on the battlefield.
  • You can measure through Walls and closed Hatchways when determining if:
  • If any units from your army have the Synaptic Goading biomorphology, rather than all ENDLESS MULTITUDE units with that biomorphology making a Normal Move at the start of the battle, you select one of them that is within one of your Entry Zones at the start of the battle to make a Normal Move of up to 6" instead.
  • When manifesting the Paroxysm psychic power, in addition to the selected unit not being able to perform the Set Overwatch or Set to Defend actions until the start of your next Psychic phase, if that unit has already performed those actions, it is no longer considered to have Set Overwatch or Set to Defend.
  • When an enemy model makes a ranged attack at a unit with the Tunnel Networks adaptation (Jormungandr) or Naturalised Camouflage biomorphology, that unit is treated as having the benefits of cover against that attack if the attacking model is more than 6" away from its target.

Enhancements

If your WARLORD has the HIVE TENDRIL keyword, then when mustering your Boarding Patrol, they can be given one of the following Enhancements instead of one from Arks of Omen: Abaddon.

HUNTER’S INSTINCTS

The Tyranid’s senses are primed for hunting, capable of detecting even the best hidden or disguised prey.

Each time the bearer declares a charge, it can select units that are not visible to it as targets of that charge.

SHADOW CONNECTION

Deeply psychically connected to the broods of Tyranids it leads, this creature can support them even if the thick walls of ships are between it and its charges.

PSYKER model only. Each time the bearer manifests a Blessing psychic power, you can measure through Walls and closed Hatchways when determining if a unit is within range of that psychic power.

WALL-CLIMBER

This Tyranid can bound along the length of walls and even cling to the ceiling as it dashes towards its enemy, moving between them so swiflty few foes can target it accurately.

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


Boarding Action Stratagems

If your Faction is HIVE TENDRIL, then when playing a Boarding Action game you will have access to the following Stratagems, and can spend CP to use them.

ADRENAL SURGE1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

These warrior organisms destroy all as their adrenaline surges.

Use this Stratagem in the Fight phase, when an ADRENAL GLANDS unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.
ACID BLOOD1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one HIVE TENDRIL unit from your army within Engagement Range of that enemy unit. Until that enemy unit finishes making its attacks, each time a model in that HIVE TENDRIL unit loses a wound, roll one D6: on a 5+, after that enemy unit has finished making its attacks, it suffers 1 mortal wound (to a maximum of 3 mortal wounds).
LAYERED CHITIN1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL unit from your army containing models with a Wounds characteristic of more than 1 is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
SUDDEN POUNCE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.

Use this Stratagem in your opponent’s Charge phase. Select one HIVE TENDRIL unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
LIVING RAMS1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Such is the Tyranids numbers and hunger, they can force open bulkheads with sheer mass and momentum.

Use this Stratagem in your Movement phase, when an ENDLESS MULTITUDE unit from your army is selected to make a Normal Move or Advance. Until the end of the phase, once while moving a model in that unit, you can open one Hatchway that is within 1" of that model. This does not end that model’s movement, it can continue to move up to its full movement distance after the Hatchway is opened.
RAVENOUS TIDE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

The Hive Mind pushes forward in a living tide of ravenous maws.

Use this Stratagem in your Movement phase, when a HIVE TENDRIL unit from your army is selected to Fall Back. Until the end of the turn:
  • That unit is still eligible to declare a charge this turn even though it Fell Back.
  • If that unit has the ENDLESS MULTITUDE or RIPPER SWARMS keywords, then when Falling Back, models in that unit can move across other models as if they were not there (they cannot finish a move on top of another model or its base).

Bio-artefact Relics

If your army is led by a HIVE TENDRIL WARLORD, you can, when mustering your army, give one of the following Bio-artefact Relics to a HIVE TENDRIL CHARACTER model in your army. Named characters cannot be given any of the following Relics.

When a model in your army is given a Bio-artefact Relic, replace all instances of the <HIVE FLEET> keyword on that Relic’s rules, if any, with the name of the hive fleet that your model is drawn from.

Note that some Relics 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-artefact Relics your models 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. Its contractions do not cease until the web is a knurled ball no larger than a Human fist, and whatever it encased has been sliced into bloody gobbets.

Model equipped with stranglethorn cannon only. This Relic replaces a stranglethorn cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Balethorn Cannon
Balethorn Cannon
36"
Heavy D3+3
10
-3
3
Abilities: Blast

GESTATION SAC

Embedded within this organism’s body is a pulsating sac of membranous flesh and nutrient bio-slurry. As battle rages the grotesque graft swells and bulges, dark shapes writhing within it as they grow at an exponential rate. At last, with a wet ripping sound and a vomitous gush of fluids, an entire brood of parasitic Rippers spills forth to squirm their way into battle.

Once per battle, the bearer can perform the following action:

Bursting the Sac (Action): At the start of your Shooting phase, this model can start to perform this action. The action is completed at the end of that phase. When it is completed, set up a new <HIVE FLEET> RIPPER SWARMS unit on the battlefield within 3" of this model and not within Engagement Range of any enemy units. That RIPPER SWARMS unit contains D3+1 models, and, if you are playing a game that uses a points limit, does not cost any Reinforcement points.

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 is sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of pathogenesis can stretch out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bioelectric 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.
  • Each time the bearer shoots, you can re-roll one hit roll and you can re-roll one wound roll when resolving those attacks.

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.
  • Add 1 to Psychic tests taken for the bearer.
  • The bearer knows one additional psychic power from the Hive Mind discipline.

SCYTHES OF TYRAN

The few remaining records of the fall of Tyran Primus speak of an alpha-beast that led the assault upon Magos Varnaks 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. The vicious blade-limbs of this appalling biohorror have since been witnessed several times by observers battling many different hive fleets across the galaxy.

Model equipped with 2 monstrous scything talons only. This Relic replaces 2 monstrous scything talons and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Scythes of Tyran
Scythes of Tyran
Melee
Melee
+2
-4
3
Abilities: Each time the bearer fights, it makes 2 additional attacks with this weapon.

SEARHIVE

Infesting its host’s body, this gestalt organism comprises millions of microscopic spore-worms that exude caustic chemicals when they detect non-Tyranid biological surroundings. Infusing their host’s saliva, organic projectiles, talon-tips and the like, the Searhive actively seeks to gain entry to the vulnerable bodies of the host’s prey. Once within, the worms begin the process of dissolving their screaming victim from inside, over long and agonising minutes.

TOXIN SACS model only. Each time the bearer makes a melee attack against a unit (excluding MONSTER and VEHICLE units), if a hit is scored, it automatically wounds the target.

SHARDGULLET

A terrible sound of wet and chitinous rasping emerges constantly from the innards of this gruesome weapon, like some monstrous beast chewing meat with a maw full of broken teeth. When it fires, what bursts from the bio-cannon’s muscular barrel is a hail of long, diamond-hard barbs, each with a voracious fanged maw growing at its base. Once the bioelectric-wreathed projectiles punch deep into their targets, their parasitic mouths begin chewing frenziedly, devouring the victim from the inside out.

Model equipped with heavy venom cannon only. This Relic replaces a heavy venom cannon and has the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Shardgullet
Shardgullet
36"
Assault 3
12
-5
5

THE DIRGEHEART OF KHARIS

First documented during the fall of the cardinal world of Kharis, this chitin-shelled organism embeds itself deep into the thorax of its host and emits a droning psionic note, that rises to an unbearable keening howl in the minds of those nearest. Whether this is thanks to some invisible neurotoxin, a directed synaptic assault or some other awful ability is unclear. Nor does it matter to those sent reeling back, gibbering in terror as their most atavistic fear responses are triggered, and their rational minds are choked off by unreasoning, animal panic.

Each time the bearer is selected to fight, after resolving its attacks, select one enemy unit hit by an attack made by the bearer this phase. Until the end of the next turn:
  • That unit loses the Objective Secured ability.
  • Subtract 1 from the Leadership characteristic of models in that unit.

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.

  • Add 1 to the bearer’s Attacks characteristic
  • Each time the bearer makes a melee attack, you can re-roll the wound roll.
  • Each time the bearer destroys an enemy unit as the result of a melee attack, until the end of the battle, add 1 to the bearer’s Attacks characteristic (to a maximum of +3).

THE PASSENGER

Named by survivors of the Orochon II Massacre, this graft-organism clings to its host’s dorsal chitin and sinks fleshy tubules deep into its body. The Passenger siphons off vital fluids to feed its own quivering flesh, exuding replacement liquids laced with doses of hyper-adrenaline. Augmented thus by its parasitic companion, the host gains a ferocious turn of speed that helps it to run down screaming prey, feeding both itself and the horror on its back.

ADRENAL GLANDS model only.
  • Add 2 to Advance rolls made for the bearer.
  • Add 2 to charge rolls made for the bearer.

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 equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:
  • Each time an attack is made with this weapon, if that attack successfully wounds the target, the target suffers 1 mortal wound in addition to any other damage, to a maximum of 3 mortal wounds.
  • Each time an attack made with this weapon is allocated to an enemy model, that model cannot use any rules to ignore the wounds it loses.

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 start of the Fight phase, select one of the following:
  • Until the end of the phase, add 2 to the bearer’s Strength characteristic.
  • Until the end of the phase, add 1 to the bearer’s Attacks characteristic.
  • Until the end of the phase, add 1 to the bearer’s Toughness characteristic.

Optional Wargear

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

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+20
Acid spray
+20
Acid spray
18"
Heavy D6+6
6
-3
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
+0..10
Barbed strangler
+0..10
Barbed strangler
36"
Assault D6
6
-1
1
Blast
Blast
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 8
5
0
1
-
Bio-electric pulse with containment spines
Bio-electric pulse with containment spines
12"
Assault 8
5
-2
1
-
+10
Bio-plasma
+10
Bio-plasma
12"
Assault D3
6
-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 D3+6
8
-4
3
Blast
Blast
Bio-plasmic scream
Bio-plasmic scream
18"
Assault D6
8
-4
1
Blast
Blast
+0..5
Deathspitter
+0..5
Deathspitter
24"
Assault 3
5
-2
1
-
+0..5
Deathspitter with slimer maggots
+0..5
Deathspitter with slimer maggots
24"
Assault 3
7
-3
1
-
Devourer
Devourer
18"
Assault 5
4
0
1
-
+0..5
Devourer with brainleech worms
+0..5
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
18"
Assault 2D6
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Flamespurt
Before selecting targets, select one of the profiles below to make attacks with.
Flamespurt
Before selecting targets, select one of the profiles below to make attacks with.
 - Burning spray
 - Burning spray
12"
Assault D6
6
-2
2
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
 - Pyrogout
 - Pyrogout
18"
Assault 2D6
4
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Fleshborer
Fleshborer
18"
Assault 1
5
-1
1
-
Fleshborer hive
Fleshborer hive
24"
Assault 30
5
-1
1
-
Grasping tongue
Grasping tongue
12"
Assault 1
6
-3
3
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
+10..30
Heavy venom cannon
+10..30
Heavy venom cannon
36"
Heavy 3
9
-3
4
-
+10
Impaler cannon
+10
Impaler cannon
24"
Heavy 3
6
-2
2
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as the target is visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as the target is visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, the target does not receive the benefits of Light Cover against that attack.
Massive toxic lashes (shooting)
Massive toxic lashes (shooting)
8"
Assault 2D6
User
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
+20
Rupture cannon
+20
Rupture cannon
48"
Heavy 3
14
-4
D6+4
-
Shockcannon
Shockcannon
36"
Assault 2
7
-2
3
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target and inflicts 1 mortal wound in addition to any normal damage.
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target and inflicts 1 mortal wound in addition to any normal damage.
Spike rifle
Spike rifle
18"
Assault 1
3
0
1
-
+5
Spine banks
+5
Spine banks
6"
Assault 5
5
0
1
-
Spinefists
Spinefists
12"
Pistol 2
5
-1
1
-
+3..10
Spinemaws
+3..10
Spinemaws
6"
Pistol 4
2
0
1
-
Spore mine launcher
Spore mine launcher
48"
Heavy D3
*
*
*
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as they are visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
Indirect Fire. This weapon can target units that are not visible to the bearer, as long as they are visible to a friendly SYNAPSE model. Each time an attack is made with this weapon, if a hit is scored, the target suffers 1 mortal wound and the attack sequence ends.
Stinger salvoes
Stinger salvoes
24"
Assault 8
5
-1
1
-
+0..10
Stranglethorn cannon
+0..10
Stranglethorn cannon
36"
Heavy D3+3
8
-2
2
Blast
Blast
Strangleweb
Strangleweb
8"
Assault D3
2
0
1
-
Tentaclids
Tentaclids
36"
Assault 4
7
-3
2
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
Each time an attack is made with this weapon against a VEHICLE unit, an unmodified wound roll of 4+ successfully wounds the target. Each time an attack made with this weapon is allocated to an AIRCRAFT model, that attack has a Damage characteristic of 4.
+1
Termagant devourer
+1
Termagant devourer
18"
Assault 2
3
0
1
-
Termagant spinefists
Termagant spinefists
12"
Pistol 2
3
0
1
-
Thoracic spinefists
Thoracic spinefists
12"
Pistol 2
5
-1
1
-
+0..10
Venom cannon
+0..10
Venom cannon
36"
Assault D3
8
-3
2
Blast
Blast

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Barbed ovipositor
Barbed ovipositor
Melee
Melee
+1
-1
1
Parasitic Infection (see datasheet abilities). 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 while resolving that fight.
Parasitic Infection (see datasheet abilities). 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 while resolving that fight.
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.
Bludgeoning fists
Bludgeoning fists
Melee
Melee
+1
-3
1
-
+5
Bone mace
+5
Bone mace
Melee
Melee
+1
-2
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 while resolving that fight.
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 while resolving that fight.
Bone sabres
Bone sabres
Melee
Melee
+1
-4
3
-
Bonecleaver
Bonecleaver
Melee
Melee
User
-1
2
-
+0..5
Bonesword
+0..5
Bonesword
Melee
Melee
+2
-2
2
-
Broodlord claws and talons
Broodlord claws and talons
Melee
Melee
User
-3
2
Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5.
Each time an attack is made with this weapon, you can re-roll the wound roll, and on an unmodified wound roll of 6, that attack has an AP characteristic of -5.
+5
Carnifex crushing claw
+5
Carnifex crushing claw
Melee
Melee
+4
-3
D3+3
-
Carnifex scything talon
Carnifex scything talon
Melee
Melee
User
-3
3
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Chitin-barbed fists
Chitin-barbed fists
Melee
Melee
+1
-1
1
-
Clawed limbs
Clawed limbs
Melee
Melee
User
-2
1
-
+10
Crushing claw
+10
Crushing claw
Melee
Melee
+3
-3
2
-
+0..10
Dual boneswords
+0..10
Dual boneswords
Melee
Melee
+2
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Flensing whips
Flensing whips
Melee
Melee
User
-2
2
-
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.
Genestealer claws and talons
Genestealer claws and talons
Melee
Melee
User
-3
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.
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.
Hormagaunt talons
Hormagaunt talons
Melee
Melee
User
-1
1
-
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.
Lictor claws and talons
Lictor claws and talons
Melee
Melee
User
-3
2
-
Massive crushing claws
Massive crushing claws
Melee
Melee
x2
-5
D3+3
-
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
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
Massive scything talons
Each time an attack is made with this weapon, select one of the profiles below to make that attack with.
 - Sweep
 - Sweep
Melee
Melee
User
-3
2
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
Each time an attack is made with this weapon profile, make 2 hit rolls instead of 1.
 - Strike
 - Strike
Melee
Melee
+3
-4
2D3
-
Massive toxic lashes (melee)
Massive toxic lashes (melee)
Melee
Melee
User
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Mawloc scything talons
Mawloc scything talons
Melee
Melee
User
-1
1
-
Monstrous bonesword
Monstrous bonesword
Melee
Melee
+3
-4
3
-
Monstrous crushing claw
Monstrous crushing claw
Melee
Melee
+4
-3
D3+2
-
Monstrous scything talon
Monstrous scything talon
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Powerful limbs
Powerful limbs
Melee
Melee
User
-1
2
-
Ravener claws
Ravener claws
Melee
Melee
User
-2
1
-
Ravenous maw
Ravenous maw
Melee
Melee
User
-1
2
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Each time an attack is made with this weapon, make 3 hit rolls instead of 1.
Rending claw
Rending claw
Melee
Melee
+1
-4
1
-
Screamer-killer talons
Screamer-killer talons
Melee
Melee
User
-3
3
-
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 talon
Scything talon
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Scything wings
Scything wings
Melee
Melee
User
-2
2
-
Shovelling claws
Shovelling claws
Melee
Melee
x2
-3
D3+3
-
Thorax spur
Thorax spur
Melee
Melee
+3
-4
3
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 while resolving that fight.
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 while resolving that fight.
+0..5
Thresher scythe
+0..5
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it makes 3 additional attacks with this weapon, and no more than 3 attacks can be made with this weapon while resolving that fight.
Each time the bearer fights, it makes 3 additional attacks with this weapon, and no more than 3 attacks can be made with this weapon while resolving that fight.
Toxic lashes
Toxic lashes
Melee
Melee
User
-1
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Toxinspike
Toxinspike
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 while resolving that fight.
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 while resolving that fight.
Trygon scything talons
Trygon scything talons
Melee
Melee
User
-3
2
-
Tyrant talons
Tyrant talons
Melee
Melee
User
-3
1
Each time the bearer fights, it makes 2 additional attack with this weapon.
Each time the bearer fights, it makes 2 additional attack with this weapon.
+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
Acid maw
The bearer gains the ACID MAW keyword.
+0..5
Acid maw
The bearer gains the ACID MAW keyword.
+0..15
Adrenal glands
The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer.
+0..15
Adrenal glands
The bearer gains the ADRENAL GLANDS keyword. Add 1" to the Move characteristic and add 1 to the Strength characteristic of the bearer.
Biostatic rattle
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.
Biostatic rattle
At the start of the Fight phase, select one enemy unit within Engagement Range of the bearer. Roll 3D6: if the result is greater than the enemy unit’s Leadership characteristic, until the end of the phase, each time a model in that unit makes an attack, that attack’s hit roll cannot be re-rolled and that attack’s wound roll cannot be re-rolled.
+0..5
Chitin thorns
Each time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
+0..5
Chitin thorns
Each time this model makes a melee attack, improve the Armour Penetration characteristic of that attack by 1.
+10
Enhanced senses
The bearer has a Ballistic Skill characteristic of 3+.
+10
Enhanced senses
The bearer has a Ballistic Skill characteristic of 3+.
+1
Extended carapace
The bearer has a Move characteristic of 7" and a Save characteristic of 4+.
+1
Extended carapace
The bearer has a Move characteristic of 7" and a Save characteristic of 4+.
+0..5
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+0..5
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+20
Infestation node
<HIVE FLEET> Infestation Node markers have the following abilities:
Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit.
Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield.

An Infestation Node marker does not count as a model for any rules purposes.
+20
Infestation node
<HIVE FLEET> Infestation Node markers have the following abilities:
Hive Infestation: In your Command phase, select one friendly GENESTEALERS unit within 3" of this marker that has not already been selected for this ability this turn. Up to D3 destroyed models are returned to that unit. When setting these models up on the battlefield, they cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that Genestealers unit.
Burn Them Out: At the end of any phase, if there are any enemy models within 3" of this marker and there are no friendly models within 3" of this marker, remove it from the battlefield.

An Infestation Node marker does not count as a model for any rules purposes.
Lash whip
The bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.
Lash whip
The bearer gains the LASH WHIP keyword. Each time the bearer makes a melee attack, re-roll a hit roll of 1.
Prehensile pincer tail
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll.
Prehensile pincer tail
Each time the bearer is selected to fight, when resolving its attacks you can re-roll one hit roll or one wound roll.
+15
Spore cysts
Each time a ranged attack is made against the bearer, the bearer receives the benefits of Light Cover against that attack.
+15
Spore cysts
Each time a ranged attack is made against the bearer, the bearer receives the benefits of Light Cover against that attack.
+0..10
Toxin sacs
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
+0..10
Toxin sacs
The bearer gains the TOXIN SACS keyword. Each time the bearer makes a melee attack, an unmodified hit roll of 6 automatically wounds the target.
+5
Tusks
The bearer gains the HORNED CHITIN keyword.
+5
Tusks
The bearer gains the HORNED CHITIN keyword.

Glossary

Below you will find a glossary that contains a number of terms used in this Codex.

Adaptive Element: The part of a Hive Fleet Adaptation that can be swapped out using the Hyper-adaptations rule.

Adaptive Physiologies: A unique upgrade that can be given to HIVE TENDRIL MONSTER models (excluding CHARACTER and TITANIC models).

Any number of models can each have their Weapon A replaced with Weapon B: When this wargear option is selected for a unit, any number of models in that unit that are equipped with Weapon A can each have its weapon replaced with Weapon B. It is possible for only some of the models in that unit to have their weapon replaced and for others not to.

Bio-artefact Relics: A type of Relic that can be given to HIVE TENDRIL CHARACTER models.

Biomass points: A resource earned by a Tyranids Crusade force when devouring a world.

Biomorphologies: Can be combined to create your own Hive Fleet Adaptations or replace the Adaptive Element of a hive fleet’s Adaptation at the start of the game using the Hyper-adaptations rule. There are three types of Biomorphologies described in this Codex: Hunt, Lurk and Feed.

Crushed Resistance points: A resource earned by a Tyranids Crusade force when devouring a world.

From: The hive fleet that a unit belongs to is the hive fleet they are from. A unit is from a certain hive fleet if they have that hive fleet’s name listed on its Faction keyword line.

<HIVE FLEET> unit: A unit that is from a hive fleet and has the name of a hive fleet as a Faction keyword on its datasheet.

Hive Fleet: TYRANIDS units with the <HIVE FLEET> keyword will belong to one hive fleet. When you include such a unit in your army, you must select a hive fleet’s keyword to replace this keyword with.

Hive Fleet Adaptations: Detachment ability for HIVE TENDRIL Detachments.

Hive Fleet Bio-artefact Relic: A Bio-artefact Relic associated with a specific hive fleet. These are only available to CHARACTER models that are part of a Hive Fleet Detachment (and only if they, and your WARLORD, are drawn from the associated hive fleet).

Hive Fleet Detachment: A Hive Fleet Detachment in which every HIVE TENDRIL unit that is from a hive fleet is from the same hive fleet.

Hive Fleet Stratagem: A Stratagem associated with a specific hive fleet. These are only available if your army includes a Hive Fleet Detachment of the associated hive fleet. All Hive Fleet Stratagems have the Tyranids label.

Hive Fleet Warlord Trait: A Warlord Trait associated with a specific hive fleet. These are only available to WARLORDS that are part of a Hive Fleet Detachment (and only if they are from the associated hive fleet).

HIVE TENDRIL Detachment: A Detachment in a Battle-forged army where every model has the HIVE TENDRIL keyword (excluding models with the UNALIGNED keyword).

Hive Tendril secondary objectives: Additional secondary objectives that can be used in certain matched play mission packs, if every Detachment in your army is a HIVE TENDRIL Detachments.

Hyper-adaptations: At the start of the game allows the Adaptive Element of your Hive Fleet Adaptation to be swapped out for a specified Biomorphology.

Psychic power type: A psychic power type is written in bold at the start of its rules. These are three types of psychic powers described in this Codex: Blessing, Malediction and Witchfire.

Rare Organisms: Detachment ability for HIVE TENDRIL Detachments.

Stratagem label: A Stratagem’s labels are written beneath its title and can include: Tyranids; Battle Tactic; Epic Deed, Strategic Ploy; Requisition; Wargear. A Stratagem can have more than one label; for example, a Stratagem with ‘Tyranids - Wargear Stratagem’ has both the Tyranids and Wargear labels.

Synaptic Imperative: An ability that can be gained by SYNAPSE units from your army at the start of the battle round and that lasts until the end of the battle round. The available Synaptic Imperatives depend on which SYNAPSE units are in your army and are on the battlefield. Only one Synaptic Imperative ability can be selected per battle round, and you cannot select the same Synaptic Imperative more than once per battle.

Synaptic Link Range: The range over which many Tyranids abilities used in the Command phase and psychic powers operate. Can be increased by spreading out SYNAPSE models across the battlefield.

Reference

Below you will find a bullet-pointed summary of several Tyranids rules.

THE <HIVE FLEET> KEYWORD
  • When you include a unit with the <HIVE FLEET> keyword, nominate which hive fleet it is from.
  • Replace every instance of the <HIVE FLEET> keyword on that unit’s datasheet with the name of your chosen hive fleet.

ADAPTIVE PHYSIOLOGY
  • If your army is Battle-forged, you can upgrade HIVE TENDRIL MONSTER models with an Adaptive Physiology.
  • Doing so increases a model’s Power Rating and points value.
  • A model cannot have more than one Adaptive Physiology.
  • Your army cannot contain more than one model with the same Adaptive Physiology.
  • Crusade armies must use the Adapted Physiology Requisition to gain Adaptive Physiologies.
  • You cannot give named characters Adaptive Physiologies.

BIOMASS POINTS
  • In Crusade, when devouring a world, each of the stages of that world’s destruction will require a certain amount of Biomass points to complete. This represents the amount of biomatter your force has consumed on that world.

CRUSHED RESISTANCE POINTS
  • In Crusade, when devouring a world, each of the stages of that planet’s destruction will require a certain amount of Crushed Resistance points to complete. This represents the amount of enemy presence that needs to be destroyed on the world.

DEATH FROM BELOW
  • During deployment, can set unit up underground instead of setting them up on the battlefield.
  • Unit can then arrive during Reinforcements step of one of your Movement phases.
  • When unit arrives, set it up on battlefield more than 9" from any enemy models.

DETACHMENT ABILITIES
  • HIVE TENDRIL Detachments gain the Rare Organisms ability.
  • HIVE TENDRIL units in HIVE TENDRIL Detachments gain the Hive Fleet Adaptations ability.
  • Troops units in HIVE TENDRIL Detachments gain the Objective Secured ability.

RARE ORGANISMS
If your army is Battle-forged, for each Detachment with this ability, that Detachment cannot contain more than one HIVE TYRANT model.

SHADOW IN THE WARP
Aura ability. Subtract 1 from Psychic test for enemy units within 18", and those units suffer 1 additional mortal wound from Perils of the Warp.

SWARMING MASSES
  • Models with this ability can fight if within Engagement Range or 2½" of any enemy units when their unit fights.
  • If any other rules would reduce the distance at which models in this unit can fight, this rule and those rules do not take effect.

SYNAPSE
  • Aura ability. Friendly <HIVE FLEET> units within 6" automatically pass Morale tests.

SYNAPTIC IMPERATIVE
  • Synaptic Imperatives only apply if every model in your army has the HIVE TENDRIL keyword (excluding UNALIGNED models) and is from the same hive fleet.
  • At the start of the battle round, select one Synaptic Imperative from a unit in your army that is on the battlefield and that you have not yet selected this game.
  • Until the end of the battle round, SYNAPSE models in your army gain a new ability based on the Synaptic Imperative that was selected.

SYNAPTIC LINK RANGE
  • A unit or model is within Synaptic Link Range of this model if it is within 12" of this model or within 12" of any friendly <HIVE FLEET> SYNAPSE unit that is itself within Synaptic Link Range of this model.

Manifesting Psychic Powers
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. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

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.
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.

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 equipped with bonesword or monstrous bonesword only. That model’s bonesword or monstrous bonesword gains the following abilities:
  • Each time an attack is made with this weapon, if that attack successfully wounds the target, the target suffers 1 mortal wound in addition to any other damage, to a maximum of 3 mortal wounds.
  • Each time an attack made with this weapon is allocated to an enemy model, that model cannot use any rules to ignore the wounds it loses.

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.

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.
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.
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.

ALIEN CUNNING

This warlord possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and seize them before the foe even recognise their value.

  • This WARLORD has the Objective Secured ability.
  • This WARLORD counts as 5 models when determining control of an objective marker.
  • This WARLORD can start to perform an action, even if it Advanced or Fell Back this turn.

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.
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.

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.

  • At the start of the Fight phase, if this WARLORD is within Engagement Range of any enemy units, it can fight first that phase.
  • Each time this WARLORD makes an attack, you can re-roll the hit roll.

The KRAKEN and CORE keywords are used in the following Tyranids datasheets:

Fast Attack
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.
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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Synapse (Aura)
While a friendly unit is within 6" of this unit, that unit automatically passes Morale tests.
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.

The LIVING ARTILLERY keyword is used in the following Tyranids datasheets:

Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).

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

The BROODLORD keyword is used in the following Tyranids datasheets:

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.

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

The TERVIGON keyword is used in the following Tyranids datasheets:

Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.

The NEUROTHROPE keyword is 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.

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

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

The MALECEPTOR keyword is used in the following Tyranids datasheets:

The PSYKER keyword is used in the following Tyranids datasheets:

The ZOANTHROPES keyword is used in the following Tyranids datasheets:

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 PARASITE OF MORTREX keyword is used in the following Tyranids datasheets:

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.

The HIVE TENDRIL and LIVING ARTILLERY keywords are 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.

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

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.

The THE SWARMLORD keyword is used in the following Tyranids datasheets:

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.
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.
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.

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

The HORMAGAUNTS keyword is used in the following Tyranids datasheets:

BOUNDING ADVANCE1CP/2CP
Tyranids – Strategic Ploy Stratagem

Synaptic impulses from the Hive Mind cause Hormagaunts to surge into battle.

Use this Stratagem in your Movement phase, when a HORMAGAUNTS unit from your army is selected to Advance. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in that unit.
  • That unit is still eligible to declare a charge this turn even though it Advanced.
If that unit has 15 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
Re-rolls
Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. If a rule allows you to re-roll a dice roll that was made by adding several dice together (2D6, 3D6 etc.) then, unless otherwise stated, you must re-roll all of those dice again. If a rule allows you to re-roll specific dice results, only those dice can be re-rolled. If a rule allows you to re-roll a specific dice result, but the result is obtained by halving a D6 (such as when rolling a D3), you use the value of the halved roll to determine if it can be re-rolled, not the value of the original D6. For example, if a rule states to re-roll results of 1, and you roll a D3, you would re-roll if the D6 rolled a 1 or a 2 (which is then halved to get a D3 value of a 1).

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

  • Re-roll: Roll dice again.
  • Re-rolls are applied before modifiers (if any).
  • A dice can never be re-rolled more than once.
  • Unmodified dice: Result of roll after re-rolls, but before modifiers (if any).
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.

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

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

Fast Attack

The GORGON and TOXIN SACS keywords are used in the following Tyranids datasheets:


– if equipped with the Toxin sacs the bearer gains the TOXIN SACS keyword.
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. 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).

The TITANIC keyword is used in the following Tyranids datasheets:

Lords of War

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

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.
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.
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.
Defensible (Set to Defend/Hold Steady)
If every model in an INFANTRY unit is on or in an Area Terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it.

If every model in an INFANTRY unit is within 3" of an Obstacle terrain feature with this trait, then it can either Hold Steady or it can Set to Defend (see below) when an enemy unit declares a charge against it if, were you to draw a straight line, 1mm in thickness, between the closest parts of the bases (or hulls) of the two closest models in the two units, that line would pass over or through that terrain feature.

A unit cannot Hold Steady or Set to Defend while it is within Engagement Range of any enemy units.

If a unit Holds Steady, any Overwatch attacks made by that unit this phase will score hits on rolls of 5+. If a unit Sets to Defend, it cannot fire Overwatch this phase, but you add 1 to hit rolls when resolving attacks made with melee weapons by models in that unit until the end of the next Fight phase.

  • INFANTRY units can Hold Steady or Set to Defend (if no enemy within Engagement Range).
  • Hold Steady: Overwatch attacks hit on 5+.
  • Set to Defend: Cannot fire Overwatch but add 1 to hit rolls in next Fight phase.
HIVE PREDATOR1CP
Tyranids – Requisition Stratagem

Some bioforms are imbued with additional predatory abilities.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RAREFIED ENHANCEMENTS1CP
Tyranids – Requisition Stratagem

When faced with especially resistant prey, or if possessed of a bounty of biomass, the Hive Mind has many ways of enhancing its foremost warrior organisms to render them even more dangerous.

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
RAPID ADAPTATION1CP
Crusher Stampede – Battle Tactic Stratagem

Before a battle, Tyranid Warriors spawned for it may undergo a rapid adaptation, making them even deadlier.

Use this Stratagem before the battle, when you are mustering your army. Select one CRUSHER STAMPEDE TYRANID WARRIORS unit from your army. Models in that unit have a Weapon Skill characteristic of 2+ and a Ballistic Skill characteristic of 3+. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case, you can use this Stratagem twice) or an Onslaught battle (in which case, you can use this Stratagem three times).
ALPHA LEADER-BEAST1CP
Leviathan (Supplement) – 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.
INFESTATION1CP
Tyranids – Strategic Ploy Stratagem – Crusade

So thoroughly saturated with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket and blasted ruin to attack.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one ENDLESS MULTITUDE unit from your army. During deployment, when you set up that unit, it can be set up anywhere on the battlefield that is wholly within an Area Terrain feature and more than 9" away from the enemy deployment zone and any enemy models.
BURIED IN WAIT1CP
Jormungandr – Requisition Stratagem

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

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select one JORMUNGANDR unit from your army (excluding TITANIC units). You can set up that unit near to the surface instead of setting it up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up that unit anywhere on the battlefield that is more than 9" away from any enemy models. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
SYNAPTIC LEGACY1CP
Tyranids – Epic Deed Stratagem

Even when the mortal frame of a synapse organism is slain, its mental imprint is not lost to the will of the Hive Mind.

Use this Stratagem at the start of the battle round, when selecting a Synaptic Imperative ability to be active for your army. If your WARLORD is on the battlefield and has the HIVE TENDRIL keyword, this turn you can select the Synaptic Imperative ability of a destroyed model from your army instead of one from a model that is on the battlefield. Note that, unless otherwise allowed, you still cannot select that ability if it has already been selected by you earlier in the battle.
RAPID REGENERATION1CP
Tyranids – Strategic Ploy Stratagem

Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together as though never harmed.

Use this Stratagem in your Command phase. Select one HIVE TENDRIL model from your army. That model regenerates and regains up to D3 lost wounds. Each model can only be regenerated once per turn.
ENDLESS SWARM1CP
Tyranids – Strategic Ploy Stratagem

As the battle rages, more organisms pour in to bolster the swarms.

Use this Stratagem at the start of your Command phase. Select one ENDLESS MULTITUDE unit from your army. Up to D3+3 destroyed models can be added back to that unit with their full wounds remaining. These returned models can only be set up within Engagement Range of enemy units that are already within Engagement Range of the unit they are being added back to.
HIVE MIND IMPERATIVE1CP
Leviathan (Supplement) – 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 (Supplement) – 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.
ENFOLDING STRIKE1CP
Tyranids – Epic Deed Stratagem

Unsuspecting victims see nothing but a blur of thick leathery wings and a swift and dreadful sting, before the attacker is gone again.

Use this Stratagem in your Movement phase, when a PARASITE OF MORTREX model from your army finishes a Normal Move or Advances. Select one enemy unit that PARASITE OF MORTREX model moved across this phase. Roll one D6: on a 2-5, that unit suffers D3 mortal wounds and becomes infected with parasites (see Parasitic Infection ability, on model’s datasheet); on a 6, that unit suffers 3 mortal wounds and becomes infected with parasites.

The SPORECASTER keyword is used in the following Tyranids datasheets:

SPORE CLOUDS1CP
Tyranids – Strategic Ploy Stratagem

Sporecaster organisms are able to eject billowing clouds of spores that set to work polluting and altering the biosphere itself.

Use this Stratagem in your Movement phase, when a SPORECASTER unit from your army is selected to Remain Stationary. Until the start of your next Command phase, add 6" to the range of that unit’s aura abilities.
LIVING RAMS1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Such is the Tyranids numbers and hunger, they can force open bulkheads with sheer mass and momentum.

Use this Stratagem in your Movement phase, when an ENDLESS MULTITUDE unit from your army is selected to make a Normal Move or Advance. Until the end of the phase, once while moving a model in that unit, you can open one Hatchway that is within 1" of that model. This does not end that model’s movement, it can continue to move up to its full movement distance after the Hatchway is opened.

The and TRYGON keywords are used in the following Tyranids datasheets:

Fast Attack

The and TRYGON PRIME keywords are used in the following Tyranids datasheets:

SUBTERRANEAN ASSAULT1CP
Tyranids – Strategic Ploy Stratagem

Entire swarms erupt from tunnels dug by burrowing monsters.

Use this Stratagem in the Reinforcements step of your Movement phase, when a TRYGON or TRYGON PRIME model from your army is set up on the battlefield using its Death From Below ability. Select one friendly unit with the Troops Battlefield Role that is in Strategic Reserves. Set that unit up anywhere on the battlefield that is wholly within 9" of that TRYGON or TRYGON PRIME model and not within 9" of any enemy models.

The RIPPER SWARMS keyword is used in the following Tyranids datasheets:

Fast Attack
RAVENOUS TIDE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

The Hive Mind pushes forward in a living tide of ravenous maws.

Use this Stratagem in your Movement phase, when a HIVE TENDRIL unit from your army is selected to Fall Back. Until the end of the turn:
  • That unit is still eligible to declare a charge this turn even though it Fell Back.
  • If that unit has the ENDLESS MULTITUDE or RIPPER SWARMS keywords, then when Falling Back, models in that unit can move across other models as if they were not there (they cannot finish a move on top of another model or its base).

The BURROWERS keyword is used in the following Tyranids datasheets:

ENCIRCLE THE PREY1CP
Tyranids – Strategic Ploy Stratagem

For organisms that can soar on high or burrow, it is no hardship to fade back during battle and stalk their prey before striking again.

Use this Stratagem at the end of your Movement phase. Select one BURROWERS unit or unit that can FLY from your army. Remove that unit from the battlefield. In the Reinforcements step of your next Movement phase, you can set that unit back up anywhere on the battlefield anywhere that is more than 9" away from any enemy models. If the battle ends and that unit is not on the battlefield, it is destroyed. A unit cannot be selected for this Stratagem if it was set up on the battlefield this turn.
OPPORTUNISTIC ADVANCE1CP
Kraken – Battle Tactic Stratagem

Before the prey can react, Krakens swarms are already amongst them.

Use this Stratagem in your Movement phase, when a KRAKEN unit from your army is selected to move. Until the end of the turn:
  • Each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 8" to the Move characteristic of models in that unit (note that a unit cannot be affected by both this Stratagem and the Bounding Advance Stratagem, in the same phase).
  • Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.
QUESTING TENDRILS1CP
Leviathan (Supplement) – 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 HIVE TENDRIL, PSYKER and CHARACTER keywords are used in the following Tyranids datasheets:

POWER OF THE HIVE MIND1CP
Tyranids – Epic Deed Stratagem

The Hive Mind channels lethal energy through its synaptic bioforms.

Use this Stratagem in your Psychic phase. Select one HIVE TENDRIL PSYKER CHARACTER unit from your army. Until the end of the phase, that unit can attempt to manifest one additional psychic power.
SYNAPTIC CHANNELLING1CP
Tyranids – Epic Deed Stratagem

Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.

Use this Stratagem in your Psychic phase. Select one PSYKER unit from your army. Until the end of the phase, that unit knows all of the psychic powers known by friendly PSYKER units that are on the battlefield.
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.
SYNAPTIC DOMINATION1CP
Leviathan (Supplement) – 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.
THE DEEPEST SHADOW1CP
Kronos – Epic Deed Stratagem

In the swarms of Kronos, the Shadow in the Warp is suffocatingly powerful.

Use this Stratagem in your opponent’s Psychic phase, when an enemy unit fails a Psychic test. Select one KRONOS PSYKER unit from your army within 18" of that enemy unit. That enemy unit suffers D3 mortal wounds and, until the end of the phase, that KRONOS PSYKER unit gains the following ability:

Deepest Shadow (Aura): While an enemy PSYKER unit is within 18" of this unit, each time a Psychic test taken for that unit is failed, that unit suffers D3 mortal wounds.
THE VOID IN THE WARP1CP
Leviathan (Supplement) – 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.

The BIOVORES keyword is used in the following Tyranids datasheets:

Heavy Support

The EXOCRINE keyword is used in the following Tyranids datasheets:

Heavy Support

The HARUSPEX keyword is used in the following Tyranids datasheets:

Elites

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

Heavy Support

The PYROVORES keyword is used in the following Tyranids datasheets:

Elites

The TYRANNOFEX keyword is used in the following Tyranids datasheets:

Heavy Support

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

GUARD AND CONSUME1CP
Tyranids – Battle Tactic Stratagem – Crusade

As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the final consumption of the world. Those Tyranid organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive.

Use this Stratagem in your Shooting phase, when a BIOVORES, EXOCRINE, HARUSPEX, HIVE GUARD, HIVE TYRANT, PYROVORES, RIPPER SWARMS, TYRANNOFEX or TYRANT GUARD unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack:
OBSERVER ORGANISM1CP
Tyranids – Battle Tactic Stratagem

Exocrines are sometimes synaptically entangled with tiny insectile observer organisms that flit ahead and spy out targets.

Use this Stratagem in your Shooting phase, when an EXOCRINE model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack:

The TOXIN SACS keyword is used in the following Tyranids datasheets:


– if equipped with the Toxin sacs the bearer gains the TOXIN SACS keyword.
PATHOGENIC SLIME1CP/2CP
Tyranids – Wargear Stratagem

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

Use this Stratagem in your Shooting phase, when a HIVE TENDRIL unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit makes an attack, an unmodified hit roll of 6 automatically wounds the target. If that unit has the TOXIN SACS keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
SCORCH BUGS1CP/2CP
Tyranids – Battle Tactic Stratagem

These beetles boast powerful legs and incendiary biochemicals.

Use this Stratagem in your Shooting phase, when a HIVE TENDRIL unit from your army is selected to shoot. Until the end of the phase, add 6" to the Range characteristic and add 1 to the Strength characteristic of fleshborer and fleshborer hive weapons models in that unit are equipped with. If that unit has 16 or more models or has the MONSTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
SHARD LURE1CP
Tyranids – Strategic Ploy Stratagem

Leader-beasts mark prey with synaptically conductive chitin shards, to be pursued by their subordinate warrior organisms.

Use this Stratagem in your Shooting phase, when a ranged attack made by a model in a SYNAPSE unit from your army scores a hit against an enemy unit. Until the end of the turn, each time a friendly unit declares a charge, if that enemy unit is one of the targets of that charge, roll one additional D6 and discard one of the dice when making the charge roll.

The TOXICRENE keyword is used in the following Tyranids datasheets:

Elites
TOXIC ENTANGLEMENT1CP
Tyranids – Strategic Ploy Stratagem

The Toxicrene’s mass of tendrils whip and coil about its victim, ensnaring them and drawing them into its lethal embrace.

Use this Stratagem in your Shooting phase, when a TOXICRENE model from your army scores a hit against an enemy unit (excluding AIRCRAFT units) with a ranged attack. Roll one D6: on a 2+, until the start of your next Movement phase:
  • Halve the Move characteristic of models in that enemy unit.
  • If a charge is declared with that enemy unit, that TOXICRENE model must be one of the targets of that charge.
  • If a charge is declared with that TOXICRENE model, that enemy unit must be one of the targets of that charge. In addition, add 2 to the charge roll.
ENHANCED BRAIN FUNCTIONS1CP/2CP
Crusher Stampede – Battle Tactic Stratagem

Many Tyranid Warriors are adapted with enhanced brain functions, allowing them to fight in hand-to-hand combat while still operating ranged weapons effectively.

Use this Stratagem in your Shooting phase. Select one CRUSHER STAMPEDE TYRANID WARRIORS unit from your army that is within Engagement Range of any enemy models. Until the end of the phase, models in that unit can make ranged attacks using the Big Guns Never Tire rule as if they had the MONSTER keyword. If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
BIO-ADAPTED BORER GRUBS1CP/2CP
Leviathan (Supplement) – 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 (Supplement) – 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.
INDOMITABLE MONSTROSITY1CP
Tyranids – Battle Tactic Stratagem

Driven on by synaptic compulsion, the largest Tyranid beasts can shrug off even the most dolorous blows and keep fighting.

Use this Stratagem in any phase, when a HIVE TENDRIL MONSTER unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, 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.
REINFORCED HIVE NODE1CP/2CP
Tyranids – Battle Tactic Stratagem

The Hive Mind fortifies the minds and bodies of its swarms.

Use this Stratagem in any phase, when a TYRANID WARRIORS or TYRANID PRIME unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
LAYERED CHITIN1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

When armoured with multiple layers of thick chitin, Tyranids can shrug off direct hits.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL unit from your army containing models with a Wounds characteristic of more than 1 is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
UNBREAKABLE CHITIN1CP/2CP
Crusher Stampede – Battle Tactic Stratagem

Many of the war-beasts unleashed by the Hive Mind have adapted thicker chitin armour, enabling them to shrug off enemy attacks.

Use this Stratagem in any phase, when a CRUSHER STAMPEDE unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, 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. If that unit contains 5 or more models, or contains any models with a Wounds characteristic of 10 or more, this Stratagem costs 2CP; otherwise, it costs 1CP.

The and LICTOR keywords are used in the following Tyranids datasheets:

PHEROMONE TRAIL1CP
Tyranids – Epic Deed Stratagem

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

Use this Stratagem in your Charge phase. Select one enemy unit within 6" of a LICTOR model from your army. Until the end of the phase, each time a friendly unit declares a charge that targets that enemy unit, add 2 to the charge roll.

The HORNED CHITIN keyword is used in the following Tyranids datasheets:


– if equipped with the Tusks the bearer gains the HORNED CHITIN keyword.
TRAMPLING CHARGE1CP
Tyranids – Epic Deed Stratagem

Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.

Use this Stratagem in your Charge phase, when a HIVE TENDRIL MONSTER model from your army finishes a charge move. Select one enemy unit within Engagement Range of that MONSTER model and roll one D6:
  • If that MONSTER model has the HORNED CHITIN keyword, on a 2-4, that enemy unit suffers 3 mortal wounds; on a 5+, that enemy unit suffers D3+3 mortal wounds.
  • If that MONSTER model does not have the HORNED CHITIN keyword, on a 2-4, that enemy unit suffers D3 mortal wounds; on a 5+, that enemy unit suffers 3 mortal wounds.
BREAKING THROUGH1CP
Crusher Stampede – Battle Tactic Stratagem

The monstrous bioforms the Tyranids unleash upon their prey overwhelm all in their path.

Use this Stratagem in your Charge phase, when a CRUSHER STAMPEDE MONSTER model from your army finishes a charge move. Select one enemy model within Engagement Range of that MONSTER model, and roll a number of D6 equal to that MONSTER model’s remaining Wounds:
  • If that MONSTER model’s Strength characteristic is higher than that enemy model’s Toughness characteristic, for each 3+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
  • If that MONSTER model’s Strength characteristic is the same as that enemy model’s Toughness characteristic, for each 4+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
  • If that MONSTER model’s Strength characteristic is less than that enemy model’s Toughness characteristic, for each 5+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
SUDDEN POUNCE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

Unwary foes cannot spot the silent and still Tyranids hiding amongst the vents, which strike with preternatural speed.

Use this Stratagem in your opponent’s Charge phase. Select one HIVE TENDRIL unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.

The GARGOYLES keyword is used in the following Tyranids datasheets:

Troops
BLINDING VENOM1CP
Tyranids – Wargear Stratagem

Vomited in hissing gouts, this noxious venom blinds its victims and leaves them reeling in agony.

Use this Stratagem at the start of the Fight phase. Select one enemy unit within Engagement Range of any GARGOYLES units from your army. Until the end of the phase:
  • Each time a model in that enemy unit makes an attack, the hit roll cannot be re-rolled.
  • Each time a model in that enemy unit makes a melee attack, subtract 1 from that attack’s hit roll.

The ACID MAW keyword is used in the following Tyranids datasheets:

Heavy Support

– if equipped with the Acid maw the bearer gains the ACID MAW keyword.

The ACID MAW and INFANTRY keywords are used in the following Tyranids datasheets:


– if equipped with the Acid maw the bearer gains the ACID MAW keyword.
ACIDIC TORRENT1CP
Tyranids – Wargear Stratagem

This crude but undeniably effective method of killing the prey has the added advantage of rendering them down to easily consumed slurry.

Use this Stratagem in the Fight phase, when a unit from your army that contains any ACID MAW models is selected to fight. Select one enemy unit within Engagement Range of that unit. For each ACID MAW INFANTRY model in that unit that is within Engagement Range of that enemy unit, roll one D6, or three D6 if that model has the MONSTER keyword; for each 3+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
DEATH FRENZY2CP
Tyranids – Epic Deed Stratagem

Tyranids care nothing for self-preservation, and will fight on.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL CHARACTER model from your army that has not already been selected to fight this phase is destroyed, instead of using any rules that are triggered when that model is destroyed (e.g. the Death Throes ability). Do not remove that model from play - it can fight after the attacking model’s unit has finished making attacks. When making those attacks, if the destroyed model’s characteristics can change as they suffer damage, that model is considered to have its full wounds remaining for the purpose of determining what those characteristics are. After resolving the destroyed model’s attacks, it is then removed.
VORACIOUS APPETITE1CP
Tyranids – Battle Tactic Stratagem

The hunger of the Tyranids can never be satiated.

Use this Stratagem in the Fight phase, when a HIVE TENDRIL MONSTER model from your army is selected to fight. Until the end of the phase, each time that model makes a melee attack, you can re-roll the wound roll.
ACID BLOOD1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

Caustic fluids flow through the blood vessels of some Tyranids, spraying over any enemy that wounds them.

Use this Stratagem in the Fight phase, when an enemy unit is selected to fight. Select one HIVE TENDRIL unit from your army within Engagement Range of that enemy unit. Until that enemy unit finishes making its attacks, each time a model in that HIVE TENDRIL unit loses a wound, roll one D6: on a 5+, after that enemy unit has finished making its attacks, it suffers 1 mortal wound (to a maximum of 3 mortal wounds).

The ADRENAL GLANDS keyword is used in the following Tyranids datasheets:


– if equipped with the Adrenal glands the bearer gains the ADRENAL GLANDS keyword.
ADRENAL SURGE1CP/2CP
Tyranids – Battle Tactic Stratagem

These warrior organisms destroy all as their adrenaline surges.

Use this Stratagem in the Fight phase, when an ADRENAL GLANDS unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move this turn:
  • Add 1 to the Attacks characteristic of models (excluding MONSTER models) in that unit.
  • Add D3 to the Attacks characteristic of MONSTER models in that unit.
If that unit contains 19 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.

The FLESH HOOKS keyword is used in the following Tyranids datasheets:


– if equipped with the Flesh hooks the bearer gains the FLESH HOOKS keyword.
IMPALING HOOKS1CP
Tyranids – Wargear Stratagem

Pinioned upon vicious flesh hooks, the squirming prey is all the easier to tear apart.

Use this Stratagem in the Fight phase, when a FLESH HOOKS unit from your army is selected to fight. Until the end of the phase, each time a FLESH HOOKS model in that unit makes a melee attack against an enemy unit (excluding VEHICLE and MONSTER units), add 1 to that attack’s hit roll.

The GENESTEALERS keyword is used in the following Tyranids datasheets:

The HARPY keyword is used in the following Tyranids datasheets:

Flyers

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

The LICTOR keyword is used in the following Tyranids datasheets:

VANGUARD ONSLAUGHT1CP
Tyranids – Battle Tactic Stratagem – Crusade

First amongst the swarm to assail the prey, vanguard organisms pounce upon ill-prepared defenders.

Use this Stratagem in the Fight phase, when a GARGOYLES, GENESTEALERS, HARPY, HIVE CRONE or LICTOR unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move, was charged, or performed a Heroic Intervention this turn, then each time a model in that unit makes an attack, you can re-roll the wound roll.
ADRENAL SURGE1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

These warrior organisms destroy all as their adrenaline surges.

Use this Stratagem in the Fight phase, when an ADRENAL GLANDS unit from your army is selected to fight. Until the end of the phase, add 1 to the Attacks characteristic of models in that unit.

The HIVE TENDRIL and CORE keywords are used in the following Tyranids datasheets:

Fast Attack
OVERRUN1CP
Tyranids – Strategic Ploy Stratagem

Tyranids are an unstoppable avalanche of flesh and chitin.

Use this Stratagem at the end of the Fight phase. Select one HIVE TENDRIL CORE unit from your army that made a charge move this turn. If there are no enemy models within Engagement Range of that unit, models in that unit can make a Normal Move.
COMBINED ASSAULT1CP
Leviathan – Battle Tactic Stratagem

The broods of Hive Fleet Leviathan hunt as one, exhibiting eerie precision in their strikes.

Use this Stratagem in the Fight phase. Select one enemy unit within Engagement Range of two or more LEVIATHAN units from your army. Until the end of the phase, each time a LEVIATHAN model makes a melee attack against that enemy unit, improve the Armour Penetration characteristic of that attack by 1.