Tyranids – Datasheets

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7

Broodlord

NoNAME  M WS BS S T W A Ld Sv
125
Broodlord
1
125
Broodlord
8" 2+ - 5 5 6 6 10 4+
A Broodlord is a single model armed with monstrous rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Monstrous rending claws
Monstrous rending claws
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
ABILITIES
ABILITIES
Synapse, Shadow in the Warp
Lightning Reflexes: This model has a 5+ invulnerable save.
Swift and Deadly: This model can charge even if it Advanced during its turn.
Brood Telepathy: You can add 1 to hit rolls in the Fight phase for <HIVE FLEET> Genestealer units within 6" of any friendly <HIVE FLEET> Broodlords.
PSYKER
PSYKER
A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Hive Mind discipline.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, INFANTRY, GENESTEALER, PSYKER, SYNAPSE, BROODLORD


9

Hive Tyrant

NoNAME  M WS BS S T W! A Ld Sv
155
Hive Tyrant
1
155
Hive Tyrant
9"/16" 2+ 3+ 6 7 7-12 4 10 3+
7"/12" 3+ 3+ 6 7 4-6 4 10 3+
5"/8" 4+ 4+ 6 7 1-3 4 10 3+
A Hive Tyrant is a single model armed with two pairs of monstrous scything talons and a prehensile pincer tail.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Monstrous scything talons
+10
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • A Hive Tyrant may replace one pair of monstrous scything talons with one item from the Monstrous Bio-cannons or Monstrous Bio-weapons list.
 • A Hive Tyrant may replace both pairs of monstrous scything talons with two items from the Monstrous Bio-cannons or two items from the Monstrous Bio-weapons list, or with one item from each list.
 • This model may have wings (Power Rating +3). If it does, it uses the second set of Move characteristics in the damage table above, and it gains the FLY keyword.
30
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
The Will of the Hive Mind: The range of a Hive Tyrant’s Synapse ability is 18" rather than 12".
Swooping Assault: During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it on the battlefield. At the end of any of your Movement phases it can swoop down – set it up anywhere on the battlefield that is more than 9" from any enemy models.
Death Throes: If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Psychic Barrier: A Hive Tyrant has a 4+ invulnerable save.
PSYKER
PSYKER
A Hive Tyrant can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, MONSTER, PSYKER, SYNAPSE, HIVE TYRANT


5

Neurothrope

NoNAME  M WS BS S T W A Ld Sv
95
Neurothrope
1
95
Neurothrope
5" 4+ 3+ 4 4 5 1 9 5+
A Neurothrope is a single model armed with claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Spirit Leech: Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".
Warp Field: This model has a 3+ invulnerable save.
Warp Siphon: You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.
PSYKER
PSYKER
A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Neurothrope knows the Smite psychic power and one psychic power from the Hive Mind discipline.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, FLY, INFANTRY, ZOANTHROPE, PSYKER, SYNAPSE, NEUROTHROPE


11

Old One Eye

NoNAME  M WS BS S T W A Ld Sv
220
Old One Eye
1
220
Old One Eye
7" 3+ - 7 7 9 5 7 3+
Old One Eye is a single model armed with monstrous crushing claws, monstrous scything talons and a thresher scythe. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Monstrous crushing claws
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Monstrous scything talons
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
Thresher scythe
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
ABILITIES
ABILITIES
Instinctive Behaviour
Immortal Battering Ram: When Old One Eye finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers D3 mortal wounds. In addition, add 1 to all hit rolls for Old One Eye in the Fight phase if it charged in the same turn.
Alpha Leader: You can add 1 to hit rolls in the Fight phase for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model. In addition, while any other friendly <HIVE FLEET> CARNIFEX units are within 3” of this model, enemy models cannot target this model with ranged attacks.
Berserk Rampage: Each time you make a hit roll of 6+ for Old One Eye (except for thresher scythe attacks), you may immediately make 1 additional attack with the same weapon against the same unit. These additional attacks do not confer extra attacks.
Regeneration: At the beginning of each of your turns, this model heals one wound.
WARLORD TRAIT!
WARLORD TRAIT!
Adaptive Biology: From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, MONSTER, CARNIFEX, OLD ONE EYE


11

Tervigon

NoNAME  M WS BS S T W! A Ld Sv
200
Tervigon
1
200
Tervigon
8" 4+ 4+ 7 8 8-14 3 9 3+
6" 5+ 5+ 7 8 4-7 3 9 3+
4" 5+ 6+ 7 8 1-3 3 9 3+
A Tervigon is a single model armed with massive scything talons. It can also fire stinger salvoes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Stinger salvo
Stinger salvo
24"
Assault 4
5
-1
1
-
+20
Massive crushing claws
+20
Massive crushing claws
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
+10
Massive scything talons
+10
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its massive scything talons with massive crushing claws.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Brood Progenitor: You can re-roll hit rolls of 1 in the Shooting phase for friendly <HIVE FLEET> Termagant units within 6" of this model.
Synaptic Backlash: If a Tervigon is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. Each friendly <HIVE FLEET> Termagant unit within 6" of the Tervigon immediately suffers a number of mortal wounds equal to the result.
Spawn Termagants: At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so, add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. All of these models are armed with fleshborers. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. You can only replace models armed with fleshborers. If you cannot place some of the models the excess is discarded.
PSYKER
PSYKER
A Tervigon can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hive Mind discipline.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, MONSTER, PSYKER, SYNAPSE, TERVIGON


14

The Swarmlord

NoNAME  M WS BS S T W! A Ld Sv
270
The Swarmlord
1
270
The Swarmlord
9" 2+ 3+ 8 7 7-12 6 10 3+
7" 2+ 3+ 7 7 4-6 5 10 3+
5" 2+ 3+ 6 7 1-3 4 10 3+
The Swarmlord is a single model armed with bone sabres and a prehensile pincer tail. Only one of this model may be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bone sabres
Bone sabres
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to any other damage.
Each time you make a wound roll of 6+ for this weapon, the target unit suffers a mortal wound in addition to any other damage.
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Psychic Barrier: The Swarmlord has a 4+ invulnerable save.
Blade Parry: Add 1 to the Swarmlord’s invulnerable saves against wounds caused by Melee weapons.
The Will of the Hive Mind: The range of the Swarmlord’s Synapse ability is 18" rather than 12".
Hive Commander: In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting.
Death Throes: If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
PSYKER
PSYKER
The Swarmlord can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.
WARLORD TRAIT!
WARLORD TRAIT!
Alien Cunning: At the start of the first battle round but before the first turn begins, you can remove your Warlord from the battlefield and set them up again. If both players have units that can do this, roll off. The player that wins the roll-off decides who sets up their unit(s) first.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, MONSTER, HIVE TYRANT, PSYKER, SYNAPSE, THE SWARMLORD


5

Tyranid Prime

NoNAME  M WS BS S T W A Ld Sv
75
Tyranid Prime
1
75
Tyranid Prime
6" 2+ 3+ 5 5 6 4 10 3+
A Tyranid Prime is a single model armed with scything talons and a devourer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+4
Devourer
+4
Devourer
18"
Assault 3
4
0
1
-
+3
Flesh hooks
+3
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its devourer with one weapon from the Basic Bio-weapons or Melee Bio-weapons list.
 • This model may replace its scything talons with one weapon from the Melee Bio-weapons list.
 • This model may have flesh hooks.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Alpha Warrior: You can add 1 to hit rolls for all <HIVE FLEET> Tyranid Warrior units that are within 6" of any friendly <HIVE FLEET> Tyranid Primes.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, INFANTRY, SYNAPSE, TYRANID PRIME


8

Malanthrope

NoNAME  M WS BS S T W A Ld Sv
150
Malanthrope
1
150
Malanthrope
5" 4+ 4+ 4 5 9 4 9 5+
A Malanthrope is equipped with: grasping tail.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grasping tail
Grasping tail
Melee
Melee
+1
-1
2
Each time an attack is made with this weapon, you can re-roll the wound roll.
Each time an attack is made with this weapon, you can re-roll the wound roll.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Enhanced Toxic Miasma: At the end of the Fight phase, roll one D6 for each enemy unit within Engagement Range of this model: on a 4+, that unit suffers D3 mortal wounds.
Shrouding Spores (Aura): While a friendly <HIVE FLEET> unit that is not TITANIC is within 6" of this model, each time a ranged attack is made against that unit, subtract 1 from that attack’s hit roll.
Prey Adaption: If an enemy model is destroyed within 3" of this model, then at the end of that phase, this model gains the following ability until the end of the battle: ‘Prey Adaption (Aura): While a friendly <HIVE FLEET> unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a wound roll of 1.’
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CHARACTER, FLY, SYNAPSE, MALANTHROPE


Troops


4

Genestealers

NoNAME  M WS BS S T W A Ld Sv
15
Genestealer
5‑20
15
Genestealer
8" 3+ 4+ 4 4 1 3 9 5+
This unit contains 5 Genestealers. It can include up to 5 additional Genestealers (Power Rating +4), up to 10 additional Genestealers (Power Rating +8), or up to 15 additional Genestealers (Power Rating +12). Each model is armed with rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Flesh hooks
+3
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Acid maw
Acid maw
Melee
Melee
User
-3
1
-
Rending claws
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may also have a pair of scything talons.
 • For every four models in the unit, one model may have flesh hooks and/or one model may have an acid maw.
 • All models in the unit may have toxin sacs and/or extended carapaces.
ABILITIES
ABILITIES
Flurry of Claws: Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
Lightning Reflexes: Genestealers have a 5+ invulnerable save.
Swift and Deadly: Genestealers can charge even if they Advanced during their turn.
Infestation: If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any units of Genestealers lurking, instead of setting them up on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, this unit is destroyed.
Extended Carapaces:
+2
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.
Toxin sacs:
+5
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, GENESTEALERS


3

Hormagaunts

NoNAME  M WS BS S T W A Ld Sv
6
Hormagaunt
10‑30
6
Hormagaunt
8" 4+ 4+ 3 3 1 2 5 6+
This unit contains 10 Hormagaunts. It can include up to 10 additional Hormagaunts (Power Rating +3) or up to 20 additional Hormagaunts (Power Rating +6). Each model is armed with a pair of scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All models in the unit may take toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
Bounding Leap: Whenever this unit piles in and consolidates, it can move up to 6".
Hungering Swarm: If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, HORMAGAUNTS


2

Ripper Swarm

NoNAME  M WS BS S T W A Ld Sv
12
Ripper Swarm
3‑9
12
Ripper Swarm
6" 5+ 5+ 3 3 3 4 4 6+
This unit contains 3 Ripper Swarms. It can include up to 3 additional Ripper Swarms (Power Rating +2) or up to 6 additional Ripper Swarms (Power Rating +4). Each model is armed with claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Spinemaws
+3
Spinemaws
6"
Pistol 4
2
0
1
-
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • All models in the unit may also take spinemaws.
ABILITIES
ABILITIES
Instinctive Behaviour
Burrowers: During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield – set them up anywhere that is more than 9" from any enemy models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: SWARM, RIPPERS


3

Termagants

NoNAME  M WS BS S T W A Ld Sv
5
Termagant
10‑30
5
Termagant
6" 4+ 4+ 3 3 1 1 5 6+
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.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+2
Devourer
+2
Devourer
18"
Assault 3
4
0
1
-
Fleshborer
Fleshborer
12"
Assault 1
4
0
1
-
Spinefists
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its fleshborer with a devourer or spinefists.
 • All models in the unit may have toxin sacs and/or adrenal glands.
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: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, TERMAGANTS


4

Tyranid Warriors

NoNAME  M WS BS S T W A Ld Sv
17
Tyranid Warrior
3‑9
17
Tyranid Warrior
6" 3+ 4+ 4 4 3 3 9 4+
This unit contains 3 Tyranid Warriors. It can include up to 3 additional Tyranid Warriors (Power Rating +4) or up to 6 additional Tyranid Warriors (Power Rating +8). Each model is armed with a pair of scything talons and a devourer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+4
Devourer
+4
Devourer
18"
Assault 3
4
0
1
-
+3
Flesh hooks
+3
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its devourer with one weapon from the Basic Bio-weapons or Melee Bio-weapons list.
 • Any model may replace its scything talons with one weapon from the Melee Bio-weapons list.
 • For every three models in the unit, one model may replace its devourer with one weapon from the Basic Bio-cannons list.
 • All models in the unit may have flesh hooks.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, SYNAPSE, TYRANID WARRIORS


3

Termagants (Legendary)

NoNAME  M WS BS S T W A Ld Sv
4
Termagant
10‑30
4
Termagant
6" 4+ 4+ 3 3 1 1 5 6+
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.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+4
Devourer
+4
Devourer
18"
Assault 3
4
0
1
-
Fleshborer
Fleshborer
12"
Assault 1
4
0
1
-
Spinefists
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
Spike rifle
Spike rifle
18"
Assault 1
3
0
1
-
Strangleweb
Strangleweb
8"
Assault D3
2
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • 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: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, TERMAGANTS


Dedicated Transport


6

Tyrannocyte

NoNAME  M WS BS S T W! A Ld Sv
95
Tyrannocyte
1
95
Tyrannocyte
6" 5+ 5+ 5 6 7-12 D6 7 4+
4" 5+ 5+ 4 6 4-6 D3 7 4+
2" 5+ 5+ 3 6 1-3 1 7 4+
A Tyrannocyte is a single model armed with five deathspitters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+4
Barbed strangler
+4
Barbed strangler
36"
Assault D6
5
-1
1
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Deathspitter
Deathspitter
24"
Assault 3
5
-1
1
-
+9
Venom cannon
+9
Venom cannon
36"
Assault D3
8
-2
D3
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace all of its deathspitters with either five barbed stranglers or five venom cannons.
ABILITIES
ABILITIES
Instinctive Behaviour
Invasion Organism: During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9" away from any enemy models.

Any models that are inside the Tyrannocyte (see right) must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed.
Transport Spore: When you set up a Tyrannocyte in its hive ship, you can also set up a <HIVE FLEET> INFANTRY unit of up to 20 models or a <HIVE FLEET> MONSTER with a Wounds characteristic of 14 or less inside it (this cannot be another Tyrannocyte or a Sporocyst).
Death Throes: If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, FLY, TYRANNOCYTE


Elites


4

Deathleaper

NoNAME  M WS BS S T W A Ld Sv
65
Deathleaper
1
65
Deathleaper
9" 2+ 4+ 6 4 6 4 10 5+
Deathleaper is a single model armed with flesh hooks, grasping talons and rending claws. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flesh hooks
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Grasping talons
Grasping talons
Melee
Melee
User
-1
2
-
Rending claws
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
ABILITIES
Superior Chameleonic Skin: Your opponent must subtract 2 from their hit rolls for attacks that target Deathleaper. Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
It’s AfterMe!: At the start of the first battle round but before the first turn begins, pick a CHARACTER from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper’s attacks that target that CHARACTER.
Hidden Hunter: During deployment, you can set up Deathleaper in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, Deathleaper can spring from its hiding place – set it up anywhere on the battlefield that is more than 9" away from any enemy models. You can re-roll Deathleaper’s charge distance in the turn in which it uses this ability to arrive on the battlefield.
WARLORD TRAIT!
WARLORD TRAIT!
Mind Eater: Each time the Warlord slays an enemy CHARACTER in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, INFANTRY, LICTOR, DEATHLEAPER


9

Haruspex

NoNAME  M WS BS S T W! A Ld Sv
170
Haruspex
1
170
Haruspex
7" 4+ 4+ 7 8 7-13 4 6 3+
7" 4+ 5+ 6 8 4-6 4 6 3+
7" 5+ 5+ 5 8 1-3 4 6 3+
A Haruspex is a single model armed with a grasping tongue, a ravenous maw and shovelling claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Grasping tongue
Grasping tongue
12"
Assault 1
6
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, the bearer regains 1 lost wound.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, the bearer regains 1 lost wound.
Ravenous maw
Ravenous maw
Melee
Melee
User
-1
D3
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Shovelling claws
Shovelling claws
Melee
Melee
x2
-3
D6
-
ABILITIES
ABILITIES
Instinctive Behaviour
Acid Blood: Each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved.
Frenzied Death Throes: If a Haruspex is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
Rapacious Hunger: Each time a Haruspex slays an enemy model with its ravenous maw, it can immediately make one extra attack with its shovelling claws. In addition, at the end of a Fight phase in which a Haruspex slew any models with its ravenous maw, it regains 1 wound lost earlier in the battle.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, HARUSPEX


6

Hive Guard

NoNAME  M WS BS S T W A Ld Sv
35
Hive Guard
3‑6
35
Hive Guard
5" 4+ 3+ 4 5 3 2 7 4+
This unit contains 3 Hive Guard. It can include up to 3 additional Hive Guard (Power Rating +6). Each model is armed with an impaler cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Impaler cannon
+10
Impaler cannon
36"
Heavy 2
8
-2
D3
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Shockcannon
Shockcannon
24"
Assault D3
7
-1
D3
Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Blast. If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its impaler cannon with a shockcannon.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, HIVE GUARD


2

Lictor

NoNAME  M WS BS S T W A Ld Sv
37
Lictor
1
37
Lictor
9" 2+ 4+ 6 4 4 3 9 5+
A Lictor is a single model armed with flesh hooks, grasping talons and rending claws.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flesh hooks
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
Grasping talons
Grasping talons
Melee
Melee
User
-1
2
-
Rending claws
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
ABILITIES
ABILITIES
Chameleonic Skin: Each time a ranged attack is allocated to this model while it is receiving the benefits of cover, add an additional 1 to any armour saving throw made against that attack.
Hidden Hunter: During deployment, you can set up a Lictor in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, the Lictor can spring from its hiding place – set it up anywhere on the battlefield that is more than 9" away from any enemy models. You can re-roll the Lictor’s charge distance in the turn in which it uses this ability to arrive on the battlefield.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, LICTOR


9

Maleceptor

NoNAME  M WS BS S T W! A Ld Sv Psychic overload
170
Maleceptor
1
170
Maleceptor
7" 4+ 4+ 7 7 7-12 3 9 3+ 6 units
7" 5+ 4+ 6 7 4-6 3 9 3+ 3 units
7" 6+ 4+ 5 7 1-3 3 9 3+ D3 units
A Maleceptor is a single model armed with massive scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Massive scything talons
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Psychic Overload: Instead of manifesting any psychic powers in your Psychic phase, a Maleceptor can unleash brain-bursting psychic tendrils. If it does so, roll a dice for each enemy unit within 6", to a maximum number of units shown in the damage table above. On a 2+ the Maleceptor deals 1 mortal wound to that unit, but on a 6 it deals 3 mortal wounds to that unit instead.
Psychic Barrier: A Maleceptor has a 4+ invulnerable save.
PSYKER
PSYKER
A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Hive Mind discipline.Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, PSYKER, SYNAPSE, MALECEPTOR


1

Pyrovores

NoNAME  M WS BS S T W A Ld Sv
28
Pyrovore
1‑3
28
Pyrovore
5" 4+ 4+ 5 4 4 2 5 4+
This unit contains 1 Pyrovore. It can include 1 additional Pyrovore (Power Rating +1) or 2 additional Pyrovores (Power Rating +2). Each model is armed with a flamespurt and acid maw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Flamespurt
Flamespurt
10"
Assault D6
5
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Acid maw
Acid maw
Melee
Melee
User
-3
1
-
ABILITIES
ABILITIES
Instinctive Behaviour
Acid Blood: Each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved.
Volatile: When a Pyrovore is slain, roll a dice. On a 4+ it bursts in a shower of acid – the nearest enemy unit within 3" (if any) suffers a mortal wound.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, PYROVORES


3

The Red Terror

NoNAME  M WS BS S T W A Ld Sv
55
The Red Terror
1
55
The Red Terror
12" 3+ 4+ 5 5 6 4 7 4+
The Red Terror is a single model armed with a prehensile pincer tail and two pairs of scything talons. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
ABILITIES
ABILITIES
Instinctive Behaviour
Death From Below: During deployment, you can set up the Red Terror underground instead of placing it on the battlefield. At the end of any of your Movement phases, the Red Terror can burrow to the surface – set it up anywhere on the battlefield that is more than 9" away from any enemy models.
Swallow Whole: If 4 or more of the Red Terror’s scything talons attacks hit the same unit, instead of causing damage normally it can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.
Feeding Frenzy: You can add 1 to hit rolls in the Fight phase for friendly <HIVE FLEET> RAVENER units that are within 6" of this model.
WARLORD TRAIT!
WARLORD TRAIT!
Heightened Senses: Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when firing Overwatch).
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: CHARACTER, INFANTRY, RAVENER, THE RED TERROR


7

Tyrant Guard

NoNAME  M WS BS S T W A Ld Sv
38
Tyrant Guard
3‑6
38
Tyrant Guard
7" 3+ 4+ 5 5 3 3 6 3+
This unit contains 3 Tyrant Guard. It can include up to 3 additional Tyrant Guard (Power Rating +7). Each model is armed with rending claws and scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Crushing claws
+10
Crushing claws
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
+3
Lash whip and bonesword
+3
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
+2
Rending claws
+2
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its scything talons with crushing claws or a lash whip and bonesword.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
Blind Rampage: If a friendly <HIVE FLEET> HIVE TYRANT is killed within 6" of this unit, from the end of that turn increase the Attacks characteristic of each model in this unit by 1 for the rest of the battle.
Shieldwall: Roll a dice each time a friendly <HIVE FLEET> HIVE TYRANT loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit – the Hive Tyrant does not lose a wound but this unit suffers a mortal wound.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, TYRANT GUARD


5

Venomthropes

NoNAME  M WS BS S T W A Ld Sv
33
Venomthrope
3‑6
33
Venomthrope
5" 4+ 4+ 4 4 3 2 5 5+
This unit contains 3 Venomthropes. It can include up to 3 additional Venomthropes (Power Rating +5). Each model is armed with toxic lashes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Toxic lashes (shooting)
Toxic lashes (shooting)
6"
Assault 2
User
0
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
Toxic lashes (melee)
Toxic lashes (melee)
Melee
Melee
User
0
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
ABILITIES
ABILITIES
Instinctive Behaviour
Toxic Miasma: At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any Venomthropes. On a 5+, that unit suffers a mortal wound.
Shrouding Spores: Your opponent must subtract 1 from hit rolls made for ranged weapons that target <HIVE FLEET> units (excluding MONSTERS) whilst they are within 6" of any <HIVE FLEET> Venomthropes. In addition, your opponent must subtract 1 from hit rolls made for ranged weapons that target <HIVE FLEET> MONSTERS whilst they are within 6" of any <HIVE FLEET> Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9" whilst this unit contains 6 models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, FLY, VENOMTHROPES


7

Zoanthropes

NoNAME  M WS BS S T W A Ld Sv
50
Zoanthrope
3‑6
50
Zoanthrope
5" 4+ 3+ 4 4 3 1 9 5+
This unit contains 3 Zoanthropes. It can additionally contain up to 3 Zoanthropes (Power Rating +7). Each model is armed with claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Warp Field: Models in this unit have a 3+ invulnerable save.
Warp Blast: When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24", instead of within 18". In addition, it inflicts an additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, or an additional 3 mortal wounds if it contains 6 Zoanthropes.
PSYKER
PSYKER
A unit of Zoanthropes can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Zoanthrope unit knows the Smite psychic power and one psychic power from the Hive Mind discipline.

When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit – measure range, visibility etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, FLY, PSYKER, SYNAPSE, ZOANTHROPES


Fast Attack


3

Gargoyles

NoNAME  M WS BS S T W A Ld Sv
7
Gargoyle
10‑30
7
Gargoyle
12" 4+ 4+ 3 3 1 1 5 6+
This unit contains 10 Gargoyles. It can include up to 10 additional Gargoyles (Power Rating + 3) or up to 20 additional Gargoyles (Power Rating +6). Each model is armed with a fleshborer and blinding venom.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Fleshborer
Fleshborer
12"
Assault 1
4
0
1
-
Blinding venom
Blinding venom
Melee
Melee
3
0
1
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
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.
Swooping Assault: During deployment you can set this unit up clinging to an airborne Harridan instead of placing them on the battlefield. At the end of any of your Movement phases this unit can swoop down from above – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, FLY, GARGOYLES


1

Mucolid Spores

NoNAME  M WS BS S T W A Ld Sv
22
Mucolid Spore
1‑3
22
Mucolid Spore
3" - - 1 3 3 1 10 6+
This unit contains 1 Mucolid Spore. It can include 1 additional Mucolid Spore (Power Rating +1) or 2 additional Mucolid Spores (Power Rating +2).
ABILITIES
ABILITIES
Instinctive Behaviour
Float Down: During deployment, you can set up a Mucolid Spore unit in the upper atmosphere instead of on the battlefield. At the end of any of your Movement phases, it can float down to the battlefield – set it up anywhere that is more than 12" from any enemy models.
Floating Death: A Mucolid Spore explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Mucolid Spore explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts D6 mortal wounds on that unit. The Mucolid Spore is then destroyed.
Living Bombs: Mucolid Spores automatically pass Morale tests. Furthermore, Mucolid Spores are discounted for the purposes of any victory conditions – their destruction never awards victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched play game, the creation of new Mucolid Spores by another unit (e.g. from a Sporocyst’s Spore Node ability) is free, and the Mucolid Spores’ points cost does not come out of your pool of reinforcement points. This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: FLY, MUCOLID SPORES


3

Raveners

NoNAME  M WS BS S T W A Ld Sv
20
Ravener
3‑9
20
Ravener
12" 3+ 4+ 4 4 3 4 5 5+
This unit contains 3 Raveners. It can include up to 3 additional Raveners (Power Rating +3) or up to 6 additional Raveners (Power Rating +6). Each model is armed with two pairs of scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+6
Deathspitter
+6
Deathspitter
24"
Assault 3
5
-1
1
-
+4
Devourer
+4
Devourer
18"
Assault 3
4
0
1
-
+2
Spinefists
+2
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
+2
Rending claws
+2
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace one of its pairs of scything talons with rending claws.
 • Any model may have spinefists, a devourer or a deathspitter.
ABILITIES
ABILITIES
Instinctive Behaviour
Death From Below: During deployment, you can set up a Ravener unit underground instead of placing it on the battlefield. At the end of any of your Movement phases, the Raveners can burrow to the surface – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, RAVENERS


1

Spore Mines

NoNAME  M WS BS S T W A Ld Sv
10
Spore Mine
3‑9
10
Spore Mine
3" - - 1 1 1 1 10 7+
This unit contains 3 Spore Mines. It can include up to 3 additional Spore Mines (Power Rating +1), or up to 6 additional Spore Mines (Power Rating +2).
ABILITIES
ABILITIES
Instinctive Behaviour
Float Down: During deployment, you can set up a Spore Mine unit in the upper atmosphere instead of on the battlefield. At the end of any of your Movement phases, it can float down to the battlefield – set it up anywhere that is more than 12" from any enemy models.
Floating Death: A Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Spore Mine is then destroyed.
Living Bombs: Spore Mines automatically pass Morale tests. Furthermore, Spore Mines are discounted for the purposes of any victory conditions – their destruction never awards victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched play game, the creation of new Spore Mines by another unit (e.g. from a Sporocyst’s Spore Node ability, a Biovore’s Spore Mine Launcher ability or a Harpy’s Spore Mine Cysts ability) is free, and the Spore Mines’ points cost does not come out of your pool of reinforcement points. This unit cannot perform actions. In addition, if this unit is included as part of a Crusade force, it can never gain experience points, it can never have any Battle Honours, and any Out of Action tests taken for it are automatically passed.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: FLY, SPORE MINES


12

Dimachaeron

NoNAME  M WS BS S T W! A Ld Sv
230
Dimachaeron
1
230
Dimachaeron
12" 3+ 3+ 7 7 10-18 6 8 3+
9" 4+ 4+ 7 7 5-9 6 8 3+
6" 5+ 5+ 7 7 1-4 6 8 3+
A Dimachaeron is equipped with: massive scything sickle-talons; scything tail.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Massive scything sickle-talons
Massive scything sickle-talons
Melee
Melee
+1
-3
D3+3
Each time an attack is made with this weapon, you can re-roll the hit roll.
Each time an attack is made with this weapon, you can re-roll the hit roll.
Scything tail
Scything tail
Melee
Melee
User
-3
2
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon and no more than 1 attack can be made with this weapon.
ABILITIES
ABILITIES
Instinctive Behaviour
Leaper-killer: This model has a 5+ invulnerable save. In addition, each time this model makes a Normal Move, Advances, Falls Back or it makes a charge move, until that move is finished, it can move horizontally and vertically through models and terrain features (it cannot finish a move on top of another model, or its base).
Death Throes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Thorax Spine-maw: After this model has made close combat attacks, before it consolidates, select one enemy model within Engagement Range (excluding AIRCRAFT). That model’s player rolls one D6 and adds their model's Strength characteristic. If the result is equal to or less than this model’s Strength characteristic, that model’s unit suffers D6 mortal wounds.
Digestion Spine: If any enemy models are destroyed as a result of this model’s Thorax Spine-maw ability, at the end of the turn this model gains the following ability until the end of the battle: ‘Regenerative Physiology: Each time this model would lose a wound, roll one D6; on a 5+, that wound is not lost.’
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, DIMACHAERON


3

Meiotic Spores

NoNAME  M WS BS S T W A Ld Sv
20
Meiotic Spore
3‑6
20
Meiotic Spore
3" - - 1 2 2 1 10 7+
If this unit contains 4 or more models, it has Power Rating 6.
ABILITIES
ABILITIES
Instinctive Behaviour
Float Down: During deployment you can set up this unit in the upper atmosphere instead of setting it up on the battlefield. If you do, then in 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.
Floating Death: At the end of the charge phase, if a model in this unit is within 3" of any enemy units, it explodes. Each time a Meiotic Spore model explodes, roll one D6: on a 2-3, the closest of those enemy unit suffers D3 mortal wounds. On a 4+, the closest of those enemy unit suffers 3 mortal wounds. That Meiotic Spore model is then destroyed.
Living Bombs: Meiotic Spores automatically pass Morale tests. Furthermore, Meiotic Spores are discounted for the purposes of any victory conditions - they never award victory points and do not count towards the number of models controlling an objective.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: FLY, SPORE, MEIOTIC SPORES


2

Sky-slasher Swarms

NoNAME  M WS BS S T W A Ld Sv
15
Sky-slasher Swarm
3‑9
15
Sky-slasher Swarm
12" 5+ 5+ 3 3 3 4 4 6+
If this unit contains 4-6 models, it has Power Rating 4. If this unit contains 7 or more models, it has Power Rating 6. Every model is equipped with: claws and teeth.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+3
Spinemaws
+3
Spinemaws
6"
Pistol 4
2
0
1
-
Claws and teeth
Claws and teeth
Melee
Melee
User
0
1
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any number of models can each be equipped with spinemaws.
ABILITIES
ABILITIES
Instinctive Behaviour
Swooping Assault: During deployment you can set this unit up clinging to an airborne Harridan instead of placing them on the battlefield. At the end of any of your Movement phases this unit can swoop down from above – set them up anywhere on the battlefield that is more than 9" away from any enemy models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: SWARM, FLY, SKY-SLASHER SWARM


Flyers


8

Harpy

NoNAME  M WS BS S T W! A Ld Sv
155
Harpy
1
155
Harpy
30" 4+ 4+ 6 6 7-12 3 9 4+
20" 4+ 5+ 6 6 4-6 3 9 4+
10" 5+ 5+ 6 6 1-3 3 9 4+
A Harpy is a single model armed with two stranglethorn cannons and scything wings. It can also fire stinger salvoes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy venom cannon
+5
Heavy venom cannon
36"
Assault D3
9
-2
3
Blast
Blast
Stinger salvo
Stinger salvo
24"
Assault 4
5
-1
1
-
Stranglethorn cannon
Stranglethorn cannon
36"
Assault D6
7
-1
2
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Scything wings
Scything wings
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 for this weapon.
You can re-roll hit rolls of 1 for this weapon.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace both its stranglethorn cannons with two heavy venom cannons.
ABILITIES
ABILITIES
Instinctive Behaviour
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Sonic Screech: When a Harpy successfully charges, until the end of the turn enemy units within 1" cannot be chosen to Fight until all other eligible units have done so.
Spore Mine Cysts: A Harpy can drop Spore Mines as it flies over enemy units in its Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in that unit, up to a maximum of 3 dice. Each time you roll a 4+ a Spore Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted on the unit; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds.

Each time a Spore Mine misses its target, set up a single <HIVE FLEET> Spore Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for Spore Mines that are part of your army, but it cannot move or charge during the turn it was set up.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, FLY, HARPY


8

Hive Crone

NoNAME  M WS BS S T W! A Ld Sv
155
Hive Crone
1
155
Hive Crone
30" 4+ 4+ 6 6 7-12 3 9 4+
20" 4+ 5+ 6 6 4-6 3 9 4+
10" 5+ 5+ 6 6 1-3 3 9 4+
A Hive Crone is a single model armed with a drool cannon, tentaclids, scything wings and a wicked spur. It can also fire stinger salvoes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Drool cannon
Drool cannon
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Stinger salvo
Stinger salvo
24"
Assault 4
5
-1
1
-
Tentaclids
Tentaclids
36"
Assault 4
5
0
1
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
Scything wings
Scything wings
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 for this weapon.
You can re-roll hit rolls of 1 for this weapon.
Wicked spur
Wicked spur
Melee
Melee
8
-3
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
ABILITIES
ABILITIES
Instinctive Behaviour
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, FLY, HIVE CRONE


Heavy Support


2

Biovores

NoNAME  M WS BS S T W A Ld Sv
50
Biovore
1‑3
50
Biovore
5" 4+ 4+ 4 4 4 2 5 4+
This unit contains 1 Biovore. It can include 1 additional Biovore (Power Rating +2) or 2 additional Biovores (Power Rating +4). Each model is armed with a spore mine launcher.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Spore mine launcher
Spore mine launcher
48"
Heavy 1
-
-
-
See Spore Mine Launcher, below
See Spore Mine Launcher, below
ABILITIES
ABILITIES
Instinctive Behaviour
Spore Mine Launcher: Each time a spore mine launcher hits the target, roll a D6 to find how much damage is inflicted on the target; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds.

Each time a spore mine launcher misses its target, set up a single <HIVE FLEET> Spore Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: INFANTRY, BIOVORES


6

Carnifexes

NoNAME  M WS BS S T W A Ld Sv
80
Carnifex
1‑3
80
Carnifex
7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Carnifex. It can include 1 additional Carnifex (Power Rating +6) or 2 additional Carnifexes (Power Rating +12). Each model is armed with two pairs of monstrous scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Bio-plasma
+10
Bio-plasma
12"
Assault D3
7
-3
1
Blast
Blast
+5
Spine banks
+5
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
+5
Bone mace
+5
Bone mace
Melee
Melee
8
-1
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
+10
Monstrous acid maw
+10
Monstrous acid maw
Melee
Melee
User
-5
D3
-
+15
Monstrous crushing claws
+15
Monstrous crushing claws
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
+10
Monstrous scything talons
+10
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
+5
Thresher scythe
+5
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace one of its pairs of monstrous scything talons with an item from the Monstrous Bio-cannons list.
 • Any model may replace both of its pairs of monstrous scything talons with two items from the Monstrous Bio-cannons list.
 • Any model may replace one of its pairs of monstrous scything talons with monstrous crushing claws.
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have one of the following: bio-plasma, enhanced senses, a monstrous acid maw or tusks.
 • Any model may have a thresher scythe or a bone mace.
 • Any model may have spine banks or spore cysts.
 • Any model may have chitin thorns.
ABILITIES
ABILITIES
Instinctive Behaviour
Living Battering Ram: When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn.
Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
Chitin Thorns:
+5
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
Enhanced Senses:
+10
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
Spore Cysts:
+10
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.
Tusks:
+10
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CARNIFEXES


9

Exocrine

NoNAME  M WS BS S T W! A Ld Sv
170
Exocrine
1
170
Exocrine
6" 4+ 4+ 7 8 7-12 3 6 3+
6" 4+ 5+ 7 8 4-6 D3 6 3+
6" 5+ 5+ 7 8 1-3 1 6 3+
An Exocrine is a single model armed with a bio-plasmic cannon and powerful limbs.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-plasmic cannon
Bio-plasmic cannon
36"
Heavy 6
7
-3
2
-
Powerful limbs
Powerful limbs
Melee
Melee
User
-1
2
-
ABILITIES
ABILITIES
Instinctive Behaviour
Symbiotic Targeting: If this model does not move in its Movement phase, you can add 1 to its hit rolls in the following Shooting phase. If you do so, it cannot charge in the same turn.
Weapon Beast: If this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.
Death Throes: If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, EXOCRINE


6

Mawloc

NoNAME  M WS BS S T W! A Ld Sv
125
Mawloc
1
125
Mawloc
9" 4+ - 6 6 7-12 7 7 3+
7" 5+ - 5 6 4-6 7 7 3+
5" 6+ - 4 6 1-3 7 7 3+
A Mawloc is a single model armed with distensible jaws, a prehensile pincer tail and three pairs of scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Biostatic rattle
Biostatic rattle
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Distensible jaws
Distensible jaws
Melee
Melee
User
-3
D6
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Scything talons
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
Toxinspike
Toxinspike
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Thismodel may replace its prehensile pincer tail with a biostatic rattle or a toxinspike.
 • Thismodel may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
Terror from the Deep: During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.
Burrow: At the beginning of any of your Movement phases, any Mawloc that is not within 1" of an enemy unit can burrow. Remove it from the battlefield – it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain.
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, MAWLOC


6

Screamer-Killers

NoNAME  M WS BS S T W A Ld Sv
120
Screamer-Killer
1‑3
120
Screamer-Killer
7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Screamer-Killer. It can include 1 additional Screamer-Killer (Power Rating +6) or 2 additional Screamer-Killers (Power Rating +12). Each model is armed with a bio-plasmic scream and two pairs of monstrous scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-plasmic scream
Bio-plasmic scream
18"
Assault D6
7
-4
1
Blast
Blast
Monstrous scything talons
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have spore cysts.
ABILITIES
ABILITIES
Instinctive Behaviour
Living Battering Ram: When a Screamer-Killer finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Screamer-Killer that charged in the same turn.
Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
Spore Cysts:
+10
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a Carnifex with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Venomthrope’s Shrouding Spores ability.
Terrifying: Your opponent must add 1 to any Morale tests for enemy units within 8" of one or more Screamer-Killers.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CARNIFEX, SCREAMER-KILLERS


7

Thornbacks

NoNAME  M WS BS S T W A Ld Sv
80
Thornback
1‑3
80
Thornback
7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Thornback. It can include 1 additional Thornback (Power Rating +7) or 2 additional Thornbacks (Power Rating +14). Each model is armed with a pair of monstrous scything talons, two devourers with brainleech worms and chitin thorns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+10
Deathspitter with slimer maggots
+10
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
+10
Devourer with brainleech worms
+10
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
+10
Spine banks
+10
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
+15
Stranglethorn cannon
+15
Stranglethorn cannon
36"
Assault D6
7
-1
2
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
+10
Monstrous scything talons
+10
Monstrous scything talons
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
+5
Thresher scythe
+5
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its monstrous scything talons with a stranglethorn cannon.
 • Any model may replace both of its devourers with two deathspitters with slimer maggots.
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have enhanced senses, spine banks and/or a thresher scythe.
ABILITIES
ABILITIES
Instinctive Behaviour
Thorned Battering Ram: When a Thornback finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. INFANTRY units instead suffer D3 mortal wounds. In addition, add 1 to all hit rolls in the Fight phase for a Thornback that charged in the same turn.
Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
Chitin Thorns:
+5
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
Enhanced Senses:
+10
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
Vicious Hunter: Enemy INFANTRY units never gain any bonus to their saving throws for being in cover against attacks made by a Thornback.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CARNIFEX, THORNBACKS


8

Toxicrene

NoNAME  M WS BS S T W! A Ld Sv
150
Toxicrene
1
150
Toxicrene
8" 3+ 4+ 7 7 7-12 6 7 3+
8" 4+ 4+ 6 7 4-6 5 7 3+
8" 5+ 4+ 5 7 1-3 4 7 3+
A Toxicrene is a single model armed with choking spores and massive toxic lashes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Choking spores
Choking spores
12"
Assault D6
3
0
D3
Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Blast. You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
Massive toxic lashes (shooting)
Massive toxic lashes (shooting)
8"
Assault D6
User
-2
D3
You can re-roll failed wound rolls for this weapon.
You can re-roll failed wound rolls for this weapon.
Massive toxic lashes (melee)
Massive toxic lashes (melee)
Melee
Melee
User
-2
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
ABILITIES
ABILITIES
Instinctive Behaviour
Acid Blood: Each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved.
Hypertoxic Miasma: At the end of the Fight phase, roll a D6 for each enemy model within 1" of any Toxicrenes. On a 6, that model’s unit suffers a mortal wound.
Frenzied Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, TOXICRENE


8

Trygon

NoNAME  M WS BS S T W! A Ld Sv
150
Trygon
1
150
Trygon
9" 3+ 4+ 7 6 7-12 6 7 3+
7" 4+ 5+ 7 6 4-6 6 7 3+
5" 5+ 6+ 7 6 1-3 6 7 3+
A Trygon is a single model armed with a bio-electric pulse, three pairs of massive scything talons and a toxinspike.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-electric pulse
Bio-electric pulse
12"
Assault 6
5
0
1
-
Biostatic rattle
Biostatic rattle
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Massive scything talons
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Toxinspike
Toxinspike
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its toxinspike with a biostatic rattle or a prehensile pincer tail.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Subterranean Assault: During deployment, you can set up a Trygon underground instead of placing it on the battlefield. At the same time, you can set up a <HIVE FLEET> Troops unit in the Trygon’s tunnel. At the end of any of your Movement phases, set up the Trygon anywhere on the battlefield that is more than 9" away from any enemy models. If there is another unit in the Trygon’s tunnel, set it up at the same time wholly within 3" of the Trygon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, TRYGON


10

Trygon Prime

NoNAME  M WS BS S T W! A Ld Sv
190
Trygon Prime
1
190
Trygon Prime
9" 3+ 4+ 7 6 7-12 6 9 3+
7" 4+ 5+ 7 6 4-6 6 9 3+
5" 5+ 6+ 7 6 1-3 6 9 3+
A Trygon Prime is a single model armed with a bio-electric pulse with containment spines, a biostatic rattle and three pairs of massive scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-electric pulse with containment spines
Bio-electric pulse with containment spines
12"
Assault 12
5
0
1
-
Biostatic rattle
Biostatic rattle
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Massive scything talons
Massive scything talons
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
Prehensile pincer tail
Prehensile pincer tail
Melee
Melee
User
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks.
Toxinspike
Toxinspike
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer’s attacks. Thisweapon always wounds targets (other than VEHICLES) on a 2+.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Thismodel may replace its biostatic rattle with a prehensile pincer tail or toxinspike.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Shadow in the Warp, Synapse
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Subterranean Assault: During deployment, you can set up a Trygon Prime underground instead of placing it on the battlefield. At the same time, you can set up a <HIVE FLEET> Troops unit in the Trygon Prime’s tunnel. At the end of any of your Movement phases, set up the Trygon Prime anywhere on the battlefield that is more than 9" away from any enemy models. If there is another unit in the Trygon Prime’s tunnel, set it up at the same time wholly within 3" of the Trygon Prime and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CHARACTER, SYNAPSE, TRYGON PRIME


9

Tyrannofex

NoNAME  M WS BS S T W! A Ld Sv
170
Tyrannofex
1
170
Tyrannofex
6" 4+ 4+ 7 8 8-14 4 7 3+
6" 4+ 5+ 6 8 4-7 3 7 3+
6" 4+ 5+ 5 8 1-3 2 7 3+
A Tyrannofex is a single model armed with acid spray and powerful limbs. It can also fire stinger salvoes.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Acid spray
+5
Acid spray
18"
Heavy 2D6
User
-1
D3
This weapon automatically hits its target.
This weapon automatically hits its target.
Fleshborer hive
Fleshborer hive
18"
Heavy 20
5
0
1
-
+20
Rupture cannon
+20
Rupture cannon
48"
Heavy 3
10
-3
D6
-
Stinger salvo
Stinger salvo
24"
Assault 4
5
-1
1
-
Powerful limbs
Powerful limbs
Melee
Melee
User
-1
2
-
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace its acid spray with a fleshborer hive or rupture cannon.
 • This model may have toxin sacs and/or adrenal glands.
ABILITIES
ABILITIES
Instinctive Behaviour
Weapon Beast: If this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.
Death Throes: If a Tyrannofex is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6 it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, TYRANNOFEX


14

Barbed Hierodule

NoNAME  M WS BS S T W! A Ld Sv
275
Barbed Hierodule
1
275
Barbed Hierodule
8" 3+ 3+ 8 8 10-18 4 8 2+
6" 4+ 4+ 8 8 5-9 4 8 2+
4" 5+ 5+ 8 8 1-4 4 8 2+
A Barbed Hierodule is equipped with: 2 bio-cannons, hierodule scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-cannon
Bio-cannon
48"
Heavy 6
8
-2
2
-
Hierodule scything talons
Hierodule scything talons
Melee
Melee
+2
-3
D3+3
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
ABILITIES
ABILITIES
Instinctive Behaviour
Death Throes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, BARBED HIERODULE


12

Scythed Hierodule

NoNAME  M WS BS S T W! A Ld Sv
235
Scythed Hierodule
1
235
Scythed Hierodule
12" 3+ 3+ 8 8 10-18 6 8 3+
9" 4+ 4+ 8 8 5-9 6 8 3+
6" 5+ 5+ 8 8 1-4 6 8 3+
A Scythed Hierodule is equipped with: bio-acid spray; 2 hierodule scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-acid spray
Bio-acid spray
18"
Heavy 3D6
6
-2
1
Each time an attack is made with this weapon, that attack automatically hits its target.
Each time an attack is made with this weapon, that attack automatically hits its target.
Hierodule scything talons
Hierodule scything talons
Melee
Melee
+2
-3
D3+3
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
ABILITIES
ABILITIES
Instinctive Behaviour
Death Throes: When this model is destroyed, roll one D6 before removing it from play. On a 6 it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, SCYTHED HIERODULE


6

Stone-crusher Carnifex

NoNAME  M WS BS S T W A Ld Sv
105
Stone-crusher Carnifex
1
105
Stone-crusher Carnifex
7" 4+ 4+ 7 7 8 4 6 3+
A Carnifex Stone-crusher is equipped with: 2 bio flails; thresher scythe.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-flail
Bio-flail
Melee
Melee
+1
-1
2
Make 2 hit rolls for each attack made with this weapon.
Make 2 hit rolls for each attack made with this weapon.
+10
Wrecker claws
+10
Wrecker claws
Melee
Melee
x2
-3
3
If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5.
If the bearer is equipped with two Wrecker claws, each time an attack is made with this weapon, you can re-roll the hit roll. Each time an attack made with this weapon is allocated to a VEHICLE or MONSTER model, that attack has a Damage characteristic of 5.
Thresher scythe
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s 2 bio-flails can be replaced with 2 wrecker claws.
ABILITIES
ABILITIES
Instinctive Behaviour
Carapace Chitin Rams: Each time this model finishes a charge move, you can select one enemy unit that is within Engagement range and roll one D6; on a 4+ that unit suffers D3 mortal wounds. If that unit is a VEHICLE or MONSTER unit, it suffers D6 mortal wounds instead. Each time this model makes a melee attack, if it made a charge move this turn, add 1 to that attack’s hit roll.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, CARNIFEX, STONE-CRUSHER CARNIFEX


Lords of War


35

Harridan

NoNAME  M WS BS S T W! A Ld Sv
700
Harridan
1
700
Harridan
20-45" 3+ 3+ 8 8 18-34 5 9 3+
20-35" 4+ 4+ 8 8 10-17 5 9 3+
20-25" 5+ 5+ 8 8 1-9 5 9 3+
A Harridan is equipped with: 2 dire bio-cannons; gargantuan scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Gargantuan scything talons
Gargantuan scything talons
Melee
Melee
+2
-3
6
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Dire bio-cannon
Dire bio-cannon
48"
Heavy 8
10
-3
3
-
ABILITIES
ABILITIES
Frenzied Metabolism: The first time this model is selected to shoot in each of your Shooting phases, you can use this ability. If you do, this model suffers D3 mortal wounds, and until the end of the phase, each time this model makes a ranged attack, add 1 to that attack’s wound roll.
Airborne: You cannot declare a charge with this model, and it can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within Engagement Range of any enemy units that can FLY, and this model can only make melee attacks against units that can FLY. Enemy units can only make melee attacks against this model if they can FLY.
Hover: In your Command phase, this model can hover. If it does, then until the start of your next Command phase, its Move characteristic becomes 20" and it loses the Airborne, Hard to Hit and Supersonic abilities.
Titanic: This model is eligible to charge in a turn in which it Fell Back.
Death Throes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it lashes out in its death throes, and each unit within 2D6" suffers D6 mortal wounds.
Supersonic: Each time this model makes a Normal Move. Advances or Falls Back, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot.
Hard to Hit: Each time a ranged attack is made against this model, subtract 1 from that attack’s hit roll.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 <HIVE FLEET> GARGOYLES models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, AIRCRAFT, TITANIC, FLY, TRANSPORT, HARRIDAN


43

Hierophant

NoNAME  M WS BS S T W! A Ld Sv
850
Hierophant
1
850
Hierophant
10" 3+ 3+ 8 8 18-34 6 9 2+
8" 4+ 4+ 8 8 10-17 6 9 2+
6" 5+ 5+ 8 8 1-9 6 9 2+
A Hierophant is equipped with: bio-plasma torrent; 2 dire bio-cannons; lashwhip pods; gargantuan scything talons.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Bio-plasma torrent
Bio-plasma torrent
12"
Assault 2D6
7
-3
1
Each time an attack is made with this weapon, that attack automatically hits its target.
Each time an attack is made with this weapon, that attack automatically hits its target.
Dire bio-cannon
Dire bio-cannon
48"
Heavy 8
10
-3
3
-
Gargantuan scything talons
Gargantuan scything talons
Melee
Melee
+2
-3
6
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Each time an attack is made with this weapon, re-roll a hit roll of 1.
Lashwhip pods
Lashwhip pods
Melee
Melee
5
-1
1
Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon.
Each time the bearer fights, it makes 10 additional attacks with this weapon and no more than 10 attacks can be made with this weapon.
ABILITIES
ABILITIES
Frenzied Metabolism: The first time this model is selected to shoot in each of your Shooting phases, you can use this ability. If you do, this model suffers D3 mortal wounds, and until the end of the phase, each time this model makes a ranged attack, add 1 to that attack’s wound roll.
Death Throes: When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it lashes out in its death throes, and each unit within 2D6" suffers D6 mortal wounds.
Hypertoxic Poison Cloud: At the end of the Fight phase, roll one D6 for each enemy model in Engagement Range of this model: on a 5+, that model’s unit suffers 1 mortal wound.
Titanic: This model is eligible to declare a charge in a turn in which it Fell Back. Each time this model makes a Normal Move, Advances or Falls Back, it can be moved across other models (excluding MONSTER and VEHICLE models) as if they were not there, and when it does it can be moved within Engagement Range of such models, but cannot finish its move within Engagement Range of any of them.
Bio-titan Warp Field: This model has a 5+ invulnerable save.

Designers Note: If this model does not have a base, before deploying this model, both players must agree the footprint of this model’s ‘base’ in the same way they would for an Area Terrain feature. We suggest that an imaginary straight line should be drawn from each point on this model which would touch the battlefield when it is placed on a flat surface. The area within these lines should be considered to be this model’s ‘base’.

If the model has been posed with one or more of its legs raised, agree with your opponent the point where that leg would touch the battlefield, and use this to advise the shape of the model’s ‘base’.
TRANSPORT
TRANSPORT
This model has a transport capacity of 20 <HIVE FLEET> INFANTRY models. Each model with a Wounds characteristic greater than 1 takes up the space of 2 models.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, TITANIC, FLY, TRANSPORT, HIEROPHANT


Fortifications


7

Sporocyst

NoNAME  M WS BS S T W! A Ld Sv
115
Sporocyst
1
115
Sporocyst
- 5+ 5+ 5 6 7-12 D6 7 4+
- 5+ 5+ 4 6 4-6 D3 7 4+
- 5+ 5+ 3 6 1-3 1 7 4+
A Sporocyst is a single model armed with a spore node and five deathspitters.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+4
Barbed strangler
+4
Barbed strangler
36"
Assault D6
5
-1
1
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Blast. You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Deathspitter
Deathspitter
24"
Assault 3
5
-1
1
-
Spore node
Spore node
9"
Heavy 1
-
-
-
See Spore Node, below
See Spore Node, below
+9
Venom cannon
+9
Venom cannon
36"
Assault D3
8
-2
D3
Blast
Blast
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model may replace all of its deathspitters with either five barbed stranglers or five venom cannons.
ABILITIES
ABILITIES
Instinctive Behaviour
Bombardment Organism: When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
Psychic Resonator: Whilst a Sporocyst is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, it has the SYNAPSE keyword and the Synapse ability.
Spawn Spore Mines: At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed).
Spore Node: Each time a spore node attack hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mines fail to inflict any harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds.

Each time a spore node attack misses its target, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rules for Mucolid Spores or Spore Mines that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.
Death Throes: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Immobile: A Sporocyst cannot move for any reason.
FACTION KEYWORDS: TYRANIDS, <HIVE FLEET>
KEYWORDS: MONSTER, SPOROCYST

Monstrous rending claws used in following datasheets:

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.
Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

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

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

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
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.
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.
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.
Manifesting Psychic Powers
The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round. 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.

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.
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 GENESTEALER keyword is used in following Tyranids datasheets:

The PSYKER keyword is used in following Tyranids datasheets:

The SYNAPSE keyword is used in following Tyranids datasheets:

Heavy Support

Monstrous scything talons used in following datasheets:

Prehensile pincer tail used in following datasheets:

Monstrous Bio-cannons
 • Two deathspitters with slimer maggots
+20
 • Two devourers with brainleech worms
+20
 • Stranglethorn cannon1
+15
 • Heavy venom cannon1
+20

1 A model cannot be armed with more than one of these weapons.

Monstrous Bio-weapons
 • Monstrous rending claws
 • Monstrous boneswords
+20
 • Lash whip and monstrous bonesword
+10
Monstrous Bio-weapons
 • Monstrous rending claws
 • Monstrous boneswords
+20
 • Lash whip and monstrous bonesword
+10
Flying
If a unit’s datasheet has the FLY keyword, then when it makes a Normal Move, an Advance or it Falls Back, its models can be moved across other models (and their bases) as if they were not there, and they can be moved within Engagement Range of enemy models. In addition, any vertical distance up and/or down that they make as part of that move is ignored. However, these models cannot finish their move either on top of another model (or its base) or within Engagement Range of any enemy models.

  • FLY models can move over other models when they make a Normal Move, an Advance or when they Fall Back.
  • FLY models ignore vertical distances when they make a Normal Move, an Advance or when they Fall Back.
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The HIVE TYRANT keyword is used in following Tyranids datasheets:

Claws and teeth used in following datasheets:

Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.

The <HIVE FLEET> and ZOANTHROPE keywords are used in following Tyranids datasheets:

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.
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.

The <HIVE FLEET> and ZOANTHROPE keywords are used in following Tyranids datasheets:

The FLY keyword is used in following Tyranids datasheets:

The ZOANTHROPE keyword is used in following Tyranids datasheets:

Monstrous crushing claws used in following datasheets:

Heavy Support

Thresher scythe used in following datasheets:

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.
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.
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 <HIVE FLEET> and CARNIFEX keywords are used in 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.

The CARNIFEX keyword is used in following Tyranids datasheets:

Stinger salvo used in following datasheets:

Heavy Support
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.

Massive scything talons used in following datasheets:

Heavy Support
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
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.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

Devourer used in following datasheets:

Fast Attack

Flesh hooks used in following datasheets:

Scything talons used in following datasheets:

Heavy Support
Fast Attack
Basic Bio-weapons
 • Scything talons
 • Spinefists
+2
 • Deathspitter
+6
Melee Bio-weapons
 • Rending claws
+2
 • Boneswords
+3
 • Lash whip and bonesword
+3
Melee Bio-weapons
 • Rending claws
+2
 • Boneswords
+3
 • Lash whip and bonesword
+3
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.

Acid maw used in following datasheets:

Elites

Rending claws used in following datasheets:

Fast Attack
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

The GENESTEALERS keyword is used in following Tyranids datasheets:

Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+2
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+2
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.
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.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.

Spinemaws used in following datasheets:

Troops
Fast Attack
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.

The SWARM keyword is used in following Tyranids datasheets:

Fleshborer used in following datasheets:

Fast Attack

Spinefists used in following datasheets:

Fast Attack
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+1
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+1
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.

The TERMAGANTS keyword is used in following Tyranids datasheets:

Basic Bio-weapons
 • Scything talons
 • Spinefists
+2
 • Deathspitter
+6
Melee Bio-weapons
 • Rending claws
+2
 • Boneswords
+3
 • Lash whip and bonesword
+3
Melee Bio-weapons
 • Rending claws
+2
 • Boneswords
+3
 • Lash whip and bonesword
+3
Basic Bio-cannons
 • Barbed strangler
+10
 • Venom cannon
+15
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.

Strangleweb used in following datasheets:

Other Wargear
 • Adrenal glands
 • Toxin sacs
Other Wargear
 • Adrenal glands
 • Toxin sacs
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.

Barbed strangler used in following datasheets:

Fortifications
Dedicated Transport
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.

Deathspitter used in following datasheets:

Fast Attack
Fortifications
Dedicated Transport

Venom cannon used in following datasheets:

Fortifications
Dedicated Transport
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.
Disembark
If a unit starts its Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase so long as the model itself has not yet made a Normal Move, an Advance or has Fallen Back that phase.

When a unit disembarks, set it up on the battlefield so that it is wholly within 3" of the TRANSPORT model and not within Engagement Range of any enemy models.

Units that disembark can then act normally (move, shoot, charge, fight, etc.) in the remainder of the turn, but its models count as having moved that turn, even if they are not moved further (i.e. they never count as having Remained Stationary).

  • Units that start their Movement phase embarked in a TRANSPORT can disembark this phase.
  • A unit must disembark before their TRANSPORT moves.
  • Disembarking units must be set up wholly within 3" of their TRANSPORT and not within Engagement Range of any enemy models.
  • Units that have disembarked count as having moved this turn.

Grasping talons used in following datasheets:

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.
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.
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.
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.

The LICTOR keyword is used in following Tyranids datasheets:

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

Shockcannon used in following datasheets:

Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
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.
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.
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.
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.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
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.

Flamespurt used in following datasheets:

Elites
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.
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.

The <HIVE FLEET> and RAVENER keywords are used in following Tyranids datasheets:

Fast Attack
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.
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.

The RAVENER keyword is used in following Tyranids datasheets:

Fast Attack

Lash whip and bonesword used in following datasheets:

Elites
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+1
 • Toxin sacs
+5
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.

The <HIVE FLEET> and HIVE TYRANT keywords are used in following Tyranids datasheets:

The <HIVE FLEET> and HIVE TYRANT keywords are used in following Tyranids datasheets:

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.
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.

The ZOANTHROPES keyword is used in following Tyranids datasheets:

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.
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.
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.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Battle Honours
Units gain one Battle Honour each time they gain a rank. Sometimes, a unit can gain an additional Battle Honour by other means (such as by winning certain missions). There are several types of Battle Honours that can be bestowed onto a unit: Battle Traits, Psychic Fortitudes, Weapon Enhancements and Crusade Relics. Each time a unit gains a Battle Honour, it can select from one of those categories. A unit can never have more than six Battle Honours. Make a note of each Battle Honour a unit has on its Crusade card.

Each time a unit gains a Battle Honour you must increase its Crusade points total by 1 (if the unit has a Power Rating of 10 or less) or 2 (if the unit has a Power Rating of 11 or higher).

  • There are four types of Battle Honours:
    • Battle Traits: New skills and abilities.
    • Weapon Enhancements: Upgrade an item of wargear.
    • Psychic Fortitudes: Boosts a unit's psychic might.
    • Crusade Relic: Gain a rare and powerful artefact.
  • Each time a unit gains a Battle Honour, increase its Crusade points by:
    • 1 if unit has a Power Rating or 10 or less.
    • 2 if unit has a Power Rating of 11 or more.

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.

The RAVENERS keyword is used in following Tyranids datasheets:

Fast Attack
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.
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.
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.
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.
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.
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.
Consolidate
When a unit consolidates, you can move each model in the unit up to 3" – this is a Consolidation move. Each model must finish its Consolidation move closer to the closest enemy model. A model that is already touching an enemy model cannot move, but still counts as having consolidated. Remember that a unit must finish any type of move in unit coherency.

  • Consolidate: Move up to 3".
  • Must end closer to the closest enemy model.
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.
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.
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.

Heavy venom cannon used in following datasheets:

Heavy Support
Flyers

Stranglethorn cannon used in following datasheets:

Heavy Support
Flyers

Scything wings used in following datasheets:

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.

Tentaclids used in following datasheets:

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.
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.
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.

Bio-plasma used in following datasheets:

Heavy Support

Spine banks used in following datasheets:

Heavy Support
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
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.
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.
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 CARNIFEXES keyword is used in following Tyranids datasheets:

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.

Powerful limbs used in following datasheets:

Heavy Support
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.

Biostatic rattle used in following datasheets:

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.

Toxinspike used in following datasheets:

Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
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.
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
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.
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.
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.

Deathspitter with slimer maggots used in following datasheets:

Heavy Support

Devourer with brainleech worms used in following datasheets:

Heavy Support
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
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.
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.
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.
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.
Terrain and Cover
Some pieces of terrain can provide certain bonuses to units in your army. Each bonus and how to acquire it is described in the Terrain Features section of the Core Rules. If a model has acquired such a bonus (to it's Save, Leadership or other characteristics), it is considered as receiving the benefit of cover. There are ways for some models to ignore such bonuses while making an attack, but it should be known what kind of benefit is ignored (see the Rare Rules for clarification).
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.
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.
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+10
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+10
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.
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.
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+10
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+10
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
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.
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.
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
Other Wargear
 • Adrenal glands
+5
 • Toxin sacs
+5
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.

Bio-cannon used in following datasheets:

Heavy Support
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.

Hierodule scything talons used in following datasheets:

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.
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.
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.

Bio-flail used in following datasheets:

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.
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.
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.
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.

Gargantuan scything talons used in following datasheets:

Lords of War

Dire bio-cannon used in following datasheets:

Lords of War
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.
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.
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.
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.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.

The <HIVE FLEET> and GARGOYLES keywords are used in following Tyranids datasheets:

Fast Attack

The TITANIC keyword is used in following Tyranids datasheets:

Lords of War

The TRANSPORT keyword is used in following Tyranids datasheets:

Lords of War
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.
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.
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.
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.
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.
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.
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.
Transport Capacity
All TRANSPORT models have a transport capacity listed on their datasheet. This determines how many friendly models, and of what type, can embark within them. A model’s transport capacity can never be exceeded.

Units can start the battle embarked within a TRANSPORT instead of being set up separately – declare what units are embarked within a TRANSPORT model before you set it up.

  • Transport capacity: Maximum number of models that can embark within the Transport.
  • Units can start the battle embarked in a TRANSPORT.
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.
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.

The <HIVE FLEET> and SYNAPSE keywords are used in following Tyranids datasheets:

Heavy Support
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
© Vyacheslav Maltsev 2013-2021