Tyranids – Ripper Swarms
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Ripper Swarms

NoNAME  M WS BS S T W A Ld Sv Base
15
Ripper Swarm (base: 40mm)
3‑9
15
Ripper Swarm
6" 5+ 5+ 3 3 4 4 4 6+ 40mm
If this unit contains between 4 and 6 models, it has Power Rating 4. If this unit contains 7 or more models, it has Power Rating 6.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spinemaws
Spinemaws
6"
Pistol 4
2
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All models in the unit may also take spinemaws.
ABILITIES
ABILITIES
Death from Below
Lesser Organisms: If your army is Battle-forged, this unit cannot be taken as a compulsory Battlefield Role slot in a Detachment.
Burrow and Squirm: Each time a ranged attack is allocated to a model in this unit while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: SWARM, RIPPER SWARMS

Datasheet-related Stratagems

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.
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.
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.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

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

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
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

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.

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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.

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

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:

per unit

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

Spinemaws used in the following datasheets:

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.
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 SWARM keyword is used in the following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2023