Tyranids – Exocrine
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9

Exocrine

NoNAME  M WS BS S T W! A Ld Sv Base
200
Exocrine (base: 120 x 92mm)
1
200
Exocrine
8" 3+ 3+ 7 8 8-15 3 7 2+ 120 x 92mm
7" 4+ 4+ 7 8 5-7 3 7 2+
5" 5+ 5+ 7 8 1-4 3 7 2+
An Exocrine is equipped with: bio-plasmic cannon; powerful limbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-plasmic cannon
Bio-plasmic cannon
36"
Heavy D3+6
8
-4
3
Blast
Blast
Powerful limbs
Powerful limbs
Melee
Melee
User
-1
2
-
ABILITIES
ABILITIES
Symbiotic Targeting: In your Movement phase, if this model Remains Stationary or moves a total distance of less than half its Move characteristic, until the end of the turn, each time this model makes a ranged attack, the target does not receive the benefits of cover against that attack.
Death Throes: When this model is destroyed, roll one D6 before removing it from play. On a 6+, the closest enemy unit within 6" suffers D3 mortal wounds.
Exocrine can receive the following Adaptive Physiologies upgrades:
 • Dermic Symbiosis+25Power Rating: +2
 • Enraged Reserves+25Power Rating: +2
 • Hardened Biology+15Power Rating: +1
 • Precognitive Sensoria+20Power Rating: +1
 • Predator Instincts+15Power Rating: +1
 • Synaptic Enhancement+10Power Rating: +1
 • Voracious Ammunition+15Power Rating: +1
 • Whipcoil Reflexes+15Power Rating: +1
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: MONSTER, EXOCRINE

Datasheet-related Stratagems

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.
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).
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:
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.
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.
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.
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.
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.
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.
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.
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).
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

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.
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.
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.
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.

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.
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.
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.

The TITANIC keyword is used in the following Tyranids datasheets:

Lords of War
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 TYRANNOFEX keyword is used in the following Tyranids datasheets:

Heavy Support

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


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

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

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

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

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Synapse (Aura)
While a friendly 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:
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 HORNED CHITIN keyword is used in the following Tyranids datasheets:


– if equipped with the Tusks the bearer gains the HORNED CHITIN keyword.

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

Fast Attack

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

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

  • Heroic Intervention: Move up to 3".
  • Must end closer to the closest enemy model.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).

This datasheet has Heavy Support Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

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.
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.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.

Powerful limbs used in the following datasheets:

Heavy Support
© Vyacheslav Maltsev 2013-2022