Tyranids – Termagants (Legendary)
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Termagants (Legendary)*

NoNAME  M WS BS S T W A Ld Sv Base
4
Termagant (base: 25mm)
10‑30
4
Termagant
6" 4+ 4+ 3 3 1 1 5 6+ 25mm
This unit contains 10 Termagants. It can include up to 10 additional Termagants (Power Rating +3) or up to 20 additional Termagants (Power Rating +6). Each model is armed with a fleshborer.
* This datasheet is part of the Warhammer Legends range of rules and can be used in any type of play - open, narrative or matched. However Legends units are not updated by GW and not supported by Wahapedia and therefore not recommended for competitive tournaments.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Devourer
Devourer
18"
Assault 5
4
0
1
-
Fleshborer
Fleshborer
18"
Assault 1
5
-1
1
-
Spinefists
Spinefists
12"
Pistol 2
5
-1
1
-
Spike rifle
Spike rifle
18"
Assault 1
3
0
1
-
Strangleweb
Strangleweb
8"
Assault D3
2
0
1
-
 • Any model may replace its fleshborer with a devourer or spinefists.
 • All models in the unit may have toxin sacs and/or adrenal glands.
 • Any model can be equipped with 1 spike rifle instead of 1 fleshborer.
 • For every ten models, one model can be equipped with 1 strangleweb instead of 1 fleshborer.
ABILITIES
ABILITIES
Instinctive Behaviour
Hail of Living Ammunition: If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: INFANTRY, TERMAGANTS

Datasheet-related Stratagems

UNPARALLELED FEROCITY1CP/2CP
Behemoth – Battle Tactic Stratagem

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

Use this Stratagem in the Fight phase, when a BEHEMOTH INFANTRY unit (excluding CHARACTER units) from your army that has not fought this phase is selected as the target of a melee attack. Until the attacking model’s unit has finished making its attacks, each time a model in that BEHEMOTH unit is destroyed, instead of using any rules that are triggered when that model is destroyed, do not remove the destroyed model from play - it can, after the attacking model’s unit has finished making its attacks, attack as if its unit had been selected to fight. After resolving these attacks, the destroyed model is then removed. If that BEHEMOTH INFANTRY unit has the ENDLESS MULTITUDE keyword, this Stratagem costs 1CP; otherwise, it costs 2CP.
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.
ACID BLOOD1CP
Tyranids – Boarding Actions – Battle Tactic Stratagem

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

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

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

Use this Stratagem in the Fight phase, when a HIVE TENDRIL unit from your army containing models with a Wounds characteristic of more than 1 is selected as the target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Strength characteristic of that attack.
SCORCH BUGS1CP/2CP
Tyranids – Battle Tactic Stratagem

These beetles boast powerful legs and incendiary biochemicals.

Use this Stratagem in your Shooting phase, when a HIVE TENDRIL unit from your army is selected to shoot. Until the end of the phase, add 6" to the Range characteristic and add 1 to the Strength characteristic of fleshborer and fleshborer hive weapons models in that unit are equipped with. If that unit has 16 or more models or has the MONSTER keyword, this Stratagem costs 2CP; otherwise, it costs 1CP.
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).
SUDDEN POUNCE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your opponent’s Charge phase. Select one HIVE TENDRIL unit from your army. Until the end of the phase, that unit is eligible to perform Heroic Interventions as if it were a CHARACTER.
RAVENOUS TIDE1CP
Tyranids – Boarding Actions – Strategic Ploy Stratagem

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

Use this Stratagem in your Movement phase, when a HIVE TENDRIL unit from your army is selected to Fall Back. Until the end of the turn:
  • That unit is still eligible to declare a charge this turn even though it Fell Back.
  • If that unit has the ENDLESS MULTITUDE or RIPPER SWARMS keywords, then when Falling Back, models in that unit can move across other models as if they were not there (they cannot finish a move on top of another model or its base).
BIO-ADAPTED BORER GRUBS1CP/2CP
Leviathan (Supplement) – Wargear Stratagem

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

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

Optional Wargear

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

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Other Wargear

OTHER WARGEAR
ABILITIES 
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.
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.
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.
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.

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

Devourer used in the following datasheets:

Fast Attack
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.

Fleshborer used in the following datasheets:

Spinefists used in the following datasheets:

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.
Other Wargear
 • Adrenal glands
 • Toxin sacs
Synapse (Aura)
While a friendly unit is within 6" of this unit, that unit automatically passes Morale tests.
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.

The TERMAGANTS keyword is used in the following Tyranids datasheets:

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

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.
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 TITANIC keyword is used in the following Tyranids datasheets:

Lords of War
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.
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.
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.
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 RIPPER SWARMS keyword is used in the following Tyranids datasheets:

Fast Attack

The TYRANNOFEX keyword is used in the following Tyranids datasheets:

Heavy Support
SCORCH BUGS1CP/2CP
Tyranids – Battle Tactic Stratagem

These beetles boast powerful legs and incendiary biochemicals.

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

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.

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