RANGED WEAPONS | RANGE | A | BS | S | AP | D | |
| Grasping tongue precision | |||||||
| Grasping tongue precision | 12" | 1 | 3+ | 6 | -2 | D6+1 | |
MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Ravenous maw | |||||||
| Ravenous maw | Melee | 14 | 3+ | 7 | -1 | 2 | |
| Shovelling claws extra attacks | |||||||
| Shovelling claws extra attacks | Melee | 4 | 3+ | 14 | -2 | D6+1 | |
| YOUR 1ST TO 2ND UNITS COST | |
| 1 model | 125 |
| YOUR 3RD + UNIT COSTS | |
| 1 model | 135 |





The VANGUARD INVADER keyword is used in the following Tyranids datasheets:




The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.The SYNAPSE keyword is used in the following Tyranids datasheets:
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 to direct the teeming warrior-beasts to function as a single, gestalt organism on the battlefield.
If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
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The HARVESTER keyword is used in the following Tyranids datasheets:
The INFANTRY keyword is used in the following Tyranids datasheets:
The CHARACTER keyword is used in the following Tyranids datasheets:
The ENDLESS MULTITUDE keyword is used in the following Tyranids datasheets:
Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey worlds slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims.
In your Command phase, each HARVESTER unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following:The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
The BURROWER keyword is used in the following Tyranids datasheets:
The GREAT DEVOURER keyword is used in the following Tyranids datasheets:
The HARVESTER keyword is used in the following Tyranids datasheets:
The MONSTER keyword is used in the following Tyranids datasheets:
The TYRANIDS keyword is used in the following Tyranids datasheets:
Many deadly weapons can inflict fatal injuries on any foe, no matter their resilience.
Each time an attack made with a [LETHAL HITS] weapon results in a critical hit, you can choose for that attack to automatically wound the target.
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Some weapons possess a punishing rate of fire, or can land devastating flurries of blows, tearing the foe apart with relentless ferocity.
This ability always takes the form [SUSTAINED HITS X]. Each time an attack made with a [SUSTAINED HITS] weapon results in a critical hit, that attack results in a number of additional hits on the target as denoted by X.Precision attacks can pick high-value targets out in a crowd.
While resolving attacks made with one or more [PRECISION] weapons, at the start of the Allocation Order step (05.03), if the target unit contains one or more CHARACTER models visible to one or more of the attacking models, the active player can select one allocation group that contains one of those visible CHARACTER models. If they do, until those attacks are resolved, or until that CHARACTER group is destroyed (whichever happens first), that CHARACTER group is the current allocation group.The most potent weapons strike with such power that they make a mockery of armour and can cleave through several foes.
Each time an attack made with a [DEVASTATING WOUNDS] weapon results in a critical wound, the attack sequence for that attack ends and the target unit suffers a number of mortal wounds equal to the D characteristic of that weapon. These are inflicted after resolving any normal damage inflicted by those attacks.
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Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to the prey.
At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle:Swarming Instincts Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability. |
Hyper-aggression Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability. |
Hive Predators Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability. |
The TYRANIDS and MONSTER keywords are used in the following Tyranids datasheets:
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").Some weapons are designed to root enemy formations out of entrenched positions.
Each time an attack is made with an [IGNORES COVER] weapon, the target cannot have the benefit of cover against that attack (13.08), including from rules that give a model or unit the benefit of cover (e.g. Stealth).High-explosive rounds can fell several warriors in a single blast, but firing them too close to comrades is unwise.
Each time you gather attack dice for a [BLAST] weapon, add one additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down).Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser bioforms to hurl themselves at the prey, to fight on through fatal wounds or to attack with redoubled savagery.
At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a TYRANIDS unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle.Burrowing Tyranid bioforms burst from the ground in all their horror.
Each time a TYRANIDS model from your army makes an attack, re-roll a Hit roll of 1.Some warriors ride to battle atop trusty mounts that gore and trample nearby foes. Others wield combat weapons that deliver a frenzy of additional blows.
Each time a unit containing one or more models with an [EXTRA ATTACKS] weapon fights, those models will make attacks with those weapons in addition to any others. In the Select Weapons step (04.01), for each of those models, you must select:Weapons powered by unstable and dangerous energy sources pose a substantial risk to the wielder and those that stand beside them.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. The surviving beasts are driven to fight with greater fury the more of their number that fall.
Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.
TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. VANGUARD INVADER units with this ability are eligible to charge in a turn in which they Advanced.