Tyranids – Tyranid Prime
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5

Tyranid Prime

NoNAME  M WS BS S T W A Ld Sv Base
85
Tyranid Prime (base: 50mm)
1
85
Tyranid Prime
6" 2+ 2+ 5 5 6 4 10 3+ 50mm
A Tyranid Prime is equipped with: devourer; bonesword; lash whip.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spinefists
Spinefists
12"
Pistol 2
5
-1
1
-
Barbed strangler
Barbed strangler
36"
Assault D6
6
-1
1
Blast
Blast
Deathspitter
Deathspitter
24"
Assault 3
5
-2
1
-
Devourer
Devourer
18"
Assault 5
4
0
1
-
Venom cannon
Venom cannon
36"
Assault D3
8
-3
2
Blast
Blast
Bonesword
Bonesword
Melee
Melee
+2
-2
2
-
Dual boneswords
Dual boneswords
Melee
Melee
+2
-2
2
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Rending claw
Rending claw
Melee
Melee
+1
-4
1
-
Scything talon
Scything talon
Melee
Melee
User
-1
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
OTHER WARGEAR
ABILITIES 
+5
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.
+5
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.
+5
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
+5
Flesh hooks
The bearer gains the FLESH HOOKS keyword. When the bearer’s unit makes a Normal Move, Advances or Falls Back, the bearer does not count any vertical distance it moves against the total that it can move this turn.
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 bonesword and lash whip can be replaced with one of the following: 1 dual boneswords; 2 rending claws; 2 scything talons.
 • This model’s devourer can be replaced with one of the following: 1 barbed strangler; 1 deathspitter; 1 spinefists; 1 venom cannon; 1 bonesword and 1 lash whip; 1 dual boneswords; 2 rending claws; 2 scything talons.
 • This model can be equipped with 1 adrenal glands.
 • This model can be equipped with 1 flesh hooks.
 • This model can be equipped with 1 toxin sacs.
ABILITIES
ABILITIES
Synapse (Aura), Shadow in the Warp (Aura)
Alpha Warrior: In your Command phase, select one friendly CORE unit within Synaptic Link range of this model that has not already been selected for this ability this turn. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a wound roll of 1.
FACTION KEYWORDS: HIVE TENDRIL, TYRANIDS,
KEYWORDS: INFANTRY, CHARACTER, SYNAPSE, TYRANID PRIME

Datasheet-related Stratagems

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.
ADRENAL SURGE1CP/2CP
Tyranids – Battle Tactic Stratagem

These warrior organisms destroy all as their adrenaline surges.

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

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

Use this Stratagem in any phase, when a TYRANID WARRIORS or TYRANID PRIME unit from your army is selected as the target of an attack. Until the end of the phase, each time an attack is allocated to a model in that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP; otherwise, it costs 2CP.
SYNAPTIC DOMINATION1CP
Leviathan (Supplement) – Epic Deed Stratagem

The synaptic link between warrior-organism and leader-beast in Hive Fleet Leviathan is so strong that no biocreature is ever truly cut off from the Hive Mind’s will.

Use this Stratagem in your Psychic phase. Select one friendly LEVIATHAN SYNAPSE unit from your army, then select one friendly LEVIATHAN non-SYNAPSE unit from your army. Until the start of your next Psychic phase, while that SYNAPSE unit is on the battlefield, that non-SYNAPSE unit always counts as being within range of that SYNAPSE unit for the purposes of the Synapse and Instinctive behaviour abilities.
CONTROL OF THE SWARM1CP
Leviathan (Supplement) – Epic Deed Stratagem

Should one leader-beast be slain, the Hive Mind will simply subsume the mind of another chosen vessel.

Use this Stratagem if a LEVIATHAN WARLORD from your army is destroyed. You can immediately select another LEVIATHAN SYNAPSE CHARACTER model from your army that does not have a Warlord Trait, then select a Warlord Trait that no model in your army has (this must be a Warlord Trait that the model you just selected can have). Until the end of the battle, that model gains that Warlord Trait and for all rules purposes now counts as your WARLORD. If any mission objective, secondary objective, tactical objective or Agenda rules are triggered when your original WARLORD is destroyed, those rules are not triggered until after your new WARLORD is destroyed.
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.
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).
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.
HIVE PREDATOR1CP
Tyranids – Requisition Stratagem

Some bioforms are imbued with additional predatory abilities.

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

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

Use this Stratagem before the battle, when you are mustering your army, if your WARLORD has the HIVE TENDRIL keyword. Select one HIVE TENDRIL CHARACTER model from your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
SHARD LURE1CP
Tyranids – Strategic Ploy Stratagem

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

Use this Stratagem in your Shooting phase, when a ranged attack made by a model in a SYNAPSE unit from your army scores a hit against an enemy unit. Until the end of the turn, each time a friendly unit declares a charge, if that enemy unit is one of the targets of that charge, roll one additional D6 and discard one of the dice when making the charge roll.
THE 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.
IMPALING HOOKS1CP
Tyranids – Wargear Stratagem

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

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

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

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

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.

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.
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

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:

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.

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:
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.
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 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.
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.

Barbed strangler used in the following datasheets:

Fortifications
Dedicated Transport

Deathspitter used in the following datasheets:

Fast Attack
Fortifications
Dedicated Transport

Venom cannon used in the following datasheets:

Fortifications
Dedicated Transport

Bonesword used in the following datasheets:

Dual boneswords used in the following datasheets:

Rending claw used in the following datasheets:

Fast Attack

Scything talon used in the following datasheets:

Fast Attack

Flesh hooks used in the following datasheets:

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


– if equipped with the Flesh hooks the bearer gains the FLESH HOOKS keyword.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

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

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

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

© Vyacheslav Maltsev 2013-2022