Tyranids – Hive Tyrant
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9

Hive Tyrant

NoNAME  M WS BS S T W! A Ld Sv Base
180
Hive Tyrant (base: 60mm)
1
180
Hive Tyrant
9" 2+ 2+ 7 8 7-12 5 10 2+ 60mm
8" 3+ 3+ 7 8 4-6 5 10 2+
6" 4+ 4+ 7 8 1-3 5 10 2+
A Hive Tyrant is equipped with: monstrous bonesword; 2 monstrous scything talons; lash whip.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+15
Heavy venom cannon
+15
Heavy venom cannon
36"
Heavy 3
9
-3
4
-
+10
Stranglethorn cannon
+10
Stranglethorn cannon
36"
Heavy D3+3
8
-2
2
Blast
Blast
Monstrous bonesword
Monstrous bonesword
Melee
Melee
+3
-4
3
-
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.
OTHER WARGEAR
ABILITIES 
+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.
+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.
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.
+5
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
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.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s monstrous bonesword and lash whip can be replaced with one of the following: 1 heavy venom cannon; 1 stranglethorn cannon.
 • This model’s 2 monstrous scything talons can be replaced with one of the following: 1 heavy venom cannon; 1 stranglethorn cannon. This model cannot be equipped with both a stranglethorn cannon and a heavy venom cannon.
 • This model can be equipped with 1 adrenal glands.
 • This model can be equipped with 1 toxin sacs.

Designer’s Note: This model cannot be equipped with more than 1 heavy venom cannon and cannot be equipped with more than 1 stranglethorn cannon.
ABILITIES
ABILITIES
Synapse (Aura), Shadow in the Warp (Aura)
Will of the Hive Mind: In your Command phase, select one friendly 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.
Psychic Barrier: This model has a 4+ invulnerable save.
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.
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Hive Mind discipline.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: MONSTER, CHARACTER, SYNAPSE, PSYKER, HORNED CHITIN, HIVE TYRANT

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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).
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).
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.
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 TYRANT model from your army is destroyed by an enemy unit. Until the end of the battle:
  • Each time a friendly 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 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.
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.
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-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.
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.
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.

Psychic Powers

Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

Hive Mind Discipline

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 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 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.

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.
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.
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.

Adrenal glands used in the following datasheets:


– may take Adrenal glands as an option.

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


– if equipped with the Adrenal glands the bearer gains the ADRENAL GLANDS keyword.

Toxin sacs used in the following datasheets:


– may take Toxin sacs as an option.

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

Heavy venom cannon used in the following datasheets:

Heavy Support
Flyers
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.

Stranglethorn cannon used in the following datasheets:

Heavy Support
Flyers
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.

Monstrous bonesword used in the following datasheets:

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.

Monstrous scything talon used in the following datasheets:

Lash whip used in the following datasheets:

The LASH WHIP keyword is used in the following Tyranids datasheets:


– if equipped with the Lash whip the bearer gains the LASH WHIP keyword.
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.
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.
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.
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.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.

The PSYKER keyword is used in the following Tyranids datasheets:

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:

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

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

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.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.

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

The and TYRANT GUARD keywords are used in the following Tyranids datasheets:

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.

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.

The TOXIC LASHES keyword is used in the following Tyranids datasheets:

Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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.
© Vyacheslav Maltsev 2013-2022