Tyranids – Tyranid Warriors With Melee Bio-weapons
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Tyranid Warriors With Melee Bio-weapons
(⌀50mm)
M
6"
T
5
SV
4+
W
3
LD
7+
OC
2
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Tyranid Warrior claws and talons twin-linked
Tyranid Warrior claws and talons twin-linked
Melee
6
3+
5
-2
1
ABILITIES
FACTION: Shadow in the Warp, Synapse
Adaptive Instincts (Once per turn, per unit): In the Fight phase, when this unit is selected to fight or when an enemy unit targets this unit, you can select one of the following:
UNIT COMPOSITION
  • 1 Tyranid Prime
  • 2-5 Tyranid Warriors
Every model is equipped with: Tyranid Warrior claws and talons.
YOUR UNIT COSTS
3 models
75
6 models
150
KEYWORDS: INFANTRY; GREAT DEVOURER; SYNAPSE; TYRANID WARRIORS WITH MELEE BIO-WEAPONS
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
RAPID INGRESS
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
SECURE BIOMASS
1CP
Assimilation Swarm – Strategic Ploy
RAPACIOUS HUNGER
1CP
Assimilation Swarm – Battle Tactic
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed
BA
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed
BA
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic
BA
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy
BA
PREDATORY IMPERATIVE
1CP
Invasion Fleet – Strategic Ploy
RAPID REGENERATION
1CP
Invasion Fleet – Battle Tactic
ADRENAL SURGE
2CP
Invasion Fleet – Battle Tactic
DEATH FRENZY
1CP
Invasion Fleet – Strategic Ploy
OVERRUN
1CP
Invasion Fleet – Strategic Ploy
ENFILADING EMERGENCE
1CP
Subterranean Assault – Strategic Ploy
REPLENISHING SWARMS
1CP
Subterranean Assault – Wargear
TUNNEL NETWORK
1CP
Subterranean Assault – Strategic Ploy
RETREAT BELOW
1CP
Subterranean Assault – Strategic Ploy
THE SMOTHERING SHADOW
1CP
Synaptic Nexus – Strategic Ploy
SYNAPTIC CHANNELLING
1CP
Synaptic Nexus – Battle Tactic
IMPERATIVE DOMINANCE
1CP
Synaptic Nexus – Strategic Ploy
OVERRIDE INSTINCTS
1CP
Synaptic Nexus – Strategic Ploy
IRRESISTIBLE WILL
1CP
Synaptic Nexus – Battle Tactic
REINFORCED HIVE NODE
1CP
Synaptic Nexus – Battle Tactic
PHAGIC SPORES
1CP
Tyranid Attack – Wargear
EXPENDABLE BIOMASS
1CP
Tyranid Attack – Strategic Ploy
HIVE SIGHT
1CP
Tyranid Attack – Strategic Ploy
BIO-ACID SURGE
1CP
Tyranid Attack – Battle Tactic
SEEDED BROODS
1CP
Vanguard Onslaught – Strategic Ploy
HYPERSENSORY SCILLIA
2CP
Vanguard Onslaught – Strategic Ploy
INVISIBLE HUNTER
1CP
Vanguard Onslaught – Strategic Ploy
SYNAPTIC MICRONODES
1CP
Warrior Bioform Onslaught Stratagem
ALIEN PHYSIOLOGY
1CP
Warrior Bioform Onslaught Stratagem
PARASITIC PAYLOAD
1CP
Warrior Bioform Onslaught Stratagem
LED BY
This unit can be led by the following units:
DETACHMENT ABILITY
Hyper-adaptations
Leader-beasts
Surprise Assault
Xeno-Terror
Mindhunger
Questing Tendrils
Synaptic Imperatives

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

06.01 Visibility
Line of sight is used to determine visibility between models. For an observing model to have line of sight, it must be possible to draw an imaginary straight line, 1 mm wide, from any part of that model to any part of the model being observed. This line is the line of sight. While doing so, other models in the observing model’s unit and in the observed model’s unit are ignored.

Other models and units can be either visible or fully visible to the observing model, as shown below. Note that terrain applies additional rules to visibility (13.07).

Model Visible
If any part of another model is visible to the observing model, that model is visible.

Model Fully Visible
If every part of another model that is facing the observing model is visible to the observing model (so the only thing blocking visibility to any part of that other model is that model itself), that model is fully visible.

Unit Visible
If one or more models in a unit are visible to the observing model, that unit is visible.

Unit Fully Visible
If every model in a unit is fully visible to the observing model, that unit is fully visible. When determining this, the observing model can see through other models in that unit.
01.07.01 Battlefield Morale
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
01.07.02 Battle-shock Test
The term Battle-shock test is the same as battle-shock roll.
01.07 Battle-shock Rolls
To make a battle-shock roll for a unit, its controlling player makes a leadership roll for it (see above).
  • If that roll succeeds, that unit does not become battle-shocked.
  • If that roll fails, that unit, and each model in it, is battle-shocked.

While a unit is battle-shocked:
  • The Objective Control (OC) characteristic of all of its models is modified to ‘-’ (02.02).
  • Its controlling player cannot target that unit with stratagems (15).
  • It is not eligible to start an action (16), and any action it has started cannot be completed.

SEE ALSO
  • Battlefield Morale 01.07.01
  • Battle-shock Test 01.07.02


BATTLEFIELD MORALE
The morale and organisation of troops can waver and break during battle. This is checked using battle-shock rolls, most commonly in the Command phase. Failing such a roll represents the unit’s courage faltering due to taking casualties or through other disruption, reducing its battlefield effectiveness. Similarly, some rules will require you to check a unit’s readiness by making a leadership roll.
FEEL NO PAIN24.12

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:

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 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:
  • Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
  • Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
RAPID REGENERATION
1CP
Invasion Fleet – Battle Tactic Stratagem
Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
06.02.01 Normal Damage
Normal Damage is damage that was inflicted on a model as a result of a weapon’s D characteristic, rather than by other means such as mortal wounds. Mortal wounds dealt in addition to normal damage from an attack are part of that same attack.
06.02 Mortal Wounds
Some attacks or rules inflict mortal wounds on units. Each time a unit suffers one or more mortal wounds, its controlling player must resolve the following sequence for each of those mortal wounds, until either all of them have been inflicted or that unit is destroyed:
  1. Select Model: Select one model in that unit by following the first instruction below that applies:

    If a non-CHARACTER model in that unit has lost one or more wounds, you must select that model.
    Otherwise, if that unit contains one or more non-CHARACTER models, you must select one of those models.
    Otherwise, if one or more CHARACTER models in that unit have lost one or more wounds, you must select one of those models.
    Otherwise, you must select one CHARACTER model in that unit.

  2. Resolve Damage: The selected model loses 1 wound. If this reduces that model’s remaining wounds to 0, it is destroyed.

MORTAL WOUNDS AND NORMAL DAMAGE
When resolving attack dice, if those attacks inflict a mixture of both mortal wounds and normal damage, resolve all of the normal damage first, then resolve all of the mortal wounds.

SEE ALSO
  • Normal Damage 06.02.01

The TYRANIDS and SYNAPSE keywords are used in the following Tyranids datasheets:

05.04.04 Destroyed
Throughout a battle, models will suffer damage, lose wounds and be destroyed. When every model in a unit has been destroyed, that unit is destroyed.

When a model is destroyed, first resolve any rules that are triggered when it is destroyed, then it is removed from the battlefield. If any such rules apply, and if the model was destroyed as the result of an attack, unless otherwise stated, those rules are only resolved and that model is only removed after the attacking unit’s attacks have been resolved. Unless otherwise stated, destroyed models and units cannot use abilities or be selected or targeted by rules.

Some rules only trigger if an enemy model or unit was destroyed by you, or by a model or unit from your army. This means that the enemy model or unit was destroyed by an attack made by a model from your army, or by a player rule you have. Enemy models or units that are destroyed by any other means are not destroyed by you, or by a model or unit from your army.

The HARVESTER keyword is used in the following Tyranids datasheets:

Infantry

The CHARACTER keyword is used in the following Tyranids datasheets:

Infantry Epic Hero

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

Infantry
Feed the Swarm
Assimilation Swarm Detachment

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:
  • One model in that unit regains up to D3+1 lost wounds.
  • One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.
13.08 Benefit of Cover
Each time a ranged attack targets a unit, if every model in that unit meets one or more of the following conditions, that unit has the benefit of cover against that attack:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area.
  • That model is not fully visible to the attacking model due to one or more intervening terrain features and/or one or more intervening obscuring terrain areas (see below).

Each time a ranged attack targets a unit that has the benefit of cover against it, worsen the BS characteristic of that attack by 1.
STEALTH24.33

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).
03.04 Engagement
A model’s engagement range is the area of the battlefield within 2" horizontally and 5" vertically of it.
  • While a friendly model is within engagement range of one or more enemy models, those models – and the units they belong to – are engaged with each other.
  • While a unit contains no engaged models, that unit is unengaged.

WHAT IS ENGAGEMENT?
While opposing models are within each other’s engagement range, they are able to fight in vicious melee, so unless they are seeking to make melee attacks, models should keep out of their foes’ reach.

ENGAGEMENT
These two units have at least one model within 2" of the opposing unit, and are therefore engaged with each other.
Shadow in the Warp

Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.

If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.
01.05.01 Automatically Successful/Passes/Hits/Wounds
When a dice roll or test is automatically successful or automatically passes/hits/wounds, do not roll the dice and instead move to the next step of the sequence for that roll as if the required result had been rolled. Any rules that take effect on a particular dice result or roll result do not take effect.

Example: If a hit roll is automatically successful, move straight to the Wound Rolls step for that attack. Such a hit roll is not a critical hit.

Example: If a wound roll is automatically successful, move straight to the Save Rolls step for that attack. Such a wound roll is not a critical wound.
INSANE BRAVERY15.04
1CP
Core Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.

TARGET: That unit.

EFFECT: That battle-shock roll is automatically successful.

RESTRICTIONS: You cannot use this stratagem more than once per battle.

The BATTLELINE keyword is used in the following Tyranids datasheets:

The BURROWER keyword is used in the following Tyranids datasheets:

Monster Epic Hero
Infantry Character
Infantry

The SYNAPSE keyword is used in the following Tyranids datasheets:

[LETHAL HITS]24.23

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.

Designer’s Note: Choosing to automatically wound the target means that no wound roll is made for that attack. You may decide against this, as it means that attack cannot result in a critical wound and so cannot trigger other abilities such as [DEVASTATING WOUNDS].
Hit Roll
Make one hit roll for each attack dice by rolling one D6. For each result, check if it fails or is a hit by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL HIT
Equal to or greater than that attack’s BS/WS characteristicHIT
Any other resultFAILS

CRITICAL HITS
Critical hits are still hits. In addition, other rules can be triggered by a critical hit, such as [LETHAL HITS] (24).
[SUSTAINED HITS]24.36

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.

Example: An attack made with a [SUSTAINED HITS 2] weapon results in a critical hit. That attack therefore hits the target three times (once from the critical hit, and twice more from the [SUSTAINED HITS 2] ability).
Save Rolls
The opposing player resolves the following sequence:
  1. Create Groups: Divide all models in the target unit into the following groups, as many times as required:
    • One group for each CHARACTER model.
    • One group for all other models with the same W, Sv and InSv characteristics.
  2. Allocation Order: Declare the order in which those groups will have attacks allocated to them, applying all of the following:
    • If a non-CHARACTER group contains a model that has lost one or more wounds, that group must be first in the allocation order.
    • No CHARACTER group can be earlier in the allocation order than a non-CHARACTER group.
    • CHARACTER groups containing a model that has lost one or more wounds must be earlier in the allocation order than CHARACTER groups containing no wounded models.
  3. Make Save Rolls: The opposing player makes one save roll for each attack that wounded the target by rolling one D6.
05.04.01 Current Allocation Group
The first group in the allocation order begins as the current group. Once all models in an allocation group are destroyed, the next group in the allocation order becomes the current one.
[PRECISION]24.28

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.
[DEVASTATING WOUNDS]24.10

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.

Mortal wounds inflicted by [DEVASTATING WOUNDS] weapons can damage a maximum of one model for each critical wound; any remaining mortal wounds inflicted by that attack are lost.

Example: An attack made with a [DEVASTATING WOUNDS] weapon with a D characteristic of 3 results in a critical wound against an Intercessor Squad, so inflicts 3 mortal wounds. The first 2 mortal wounds are sufficient to destroy 1 Intercessor model, so the remaining mortal wound is lost.
05.02.01 Multiple Toughness Characteristics
When resolving attacks that target a unit in which the models have two or more different T characteristics, follow the first instruction that applies from below:
  • If the target unit is an attached unit, use the highest T characteristic amongst bodyguard models in that unit that are on the battlefield.
  • Use the highest T characteristic amongst models in that unit that are on the battlefield.
Wound Roll
Make one wound roll for each hit by rolling one D6. For each result, check if it fails or is a wound by matching the first condition below that applies:

Unmodified
FAILS
Unmodified
CRITICAL WOUND
Equal to or greater than the required result below:WOUND
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSREQUIRED RESULT
Strength is TWICE (or more than twice) the Toughness
+
Strength is GREATER than the Toughness
+
Strength is EQUAL to the Toughness
+
Strength is LESS than the Toughness
+
Strength is HALF (or less than half) the Toughness
+
Any other resultFAILS

CRITICAL WOUNDS
Critical wounds are still wounds. In addition, other rules can be triggered by a critical wound, such as [DEVASTATING WOUNDS] (24).


SEE ALSO
  • Multiple Toughness Characteristics 05.02.01
ADVANCE MOVE09.06
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
CONSOLIDATION MOVE12.08
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
  • Ongoing Consolidation:
    If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
  • Engaging Consolidation:
    Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
  • Objective Consolidation:
    Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
  • Ongoing Consolidation:
    Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Engaging Consolidation:
    Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
  • Objective Consolidation:
    Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
  • Ongoing Consolidation:
    Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
  • Engaging Consolidation:
    Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
  • Objective Consolidation:
    Your unit must be within range of the selected objective.
NORMAL MOVE09.05
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
Hyper-adaptations
Invasion Fleet Detachment

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.

06.03 Hazard Rolls
To make a hazard roll for a unit, roll one D6: on a 1-2, that roll fails and that unit suffers 1 mortal wound, or 3 mortal wounds instead if each model in that unit is a MONSTER/VEHICLE model. If more than one hazard roll is required for a unit, make all of those rolls simultaneously.
FALL-BACK MOVE09.07
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
  • Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
  • Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
  • Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
[IGNORES COVER]24.18

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).
[BLAST]24.05

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).

If this ability takes the form [BLAST X], each time you gather attack dice for such a weapon, add X additional attack dice for every five models that were in the target unit in the Select Targets step (rounding down) instead.

Example: If a [BLAST 2] weapon with an A characteristic of 3 targets a unit containing 12 models, you would gather four additional attack dice for that weapon (for a total of seven for that weapon).
HEROIC INTERVENTION15.11
1CP
Core Stratagem
Voices raised in furious war cries, your warriors surge forth to meet the enemy’s onslaught head-on.
WHEN: End of your opponent’s Charge phase.

TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.

EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:

  • Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
  • Into the Fray:
    • When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
    • When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
FIGHTS FIRST24.13

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.

See the Resolve Fights First Combats step in the Fight phase (12.04).
Synaptic Imperatives
Synaptic Nexus Detachment

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.
  • Synaptic Augmentation: While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save.
  • Surging Vitality: While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit.
  • Goaded to Slaughter: While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll.
INGRESS MOVE20.04
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
  • Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
RAPID INGRESS15.07
1CP
Core Stratagem
Be it cunning strategy, potent technology or supernatural ritual, there are many means by which a commander may hasten their warriors’ onset.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).

EFFECT: Your unit makes an ingress move (20.04).

RESTRICTIONS: You cannot use this stratagem during the first battle round.
Surprise Assault
Subterranean Assault Detachment

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.

Each time a BURROWER unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units.

In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units.

If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield.

KEYWORDS
MAWLOC and TRYGON units from your army have the BURROWER keyword.

In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword.

Designer’s Note: This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.
The TYRANID WARRIORS keywords are used in the following Tyranids datasheets:

14.03 Secured Objectives
Some rules allow an objective to be secured by a player’s army. When an objective is secured by a player’s army, that objective remains under their control – even once they no longer have any units within range of it – until their opponent’s level of control over that objective is greater than theirs at the end of a phase.

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Before selecting targets for this weapon, select one of its profiles to make attacks with.
[TWIN-LINKED]24.38

Dual weapons are often grafted to the same targeting system for greater lethality.

Each time an attack is made with a [TWIN-LINKED] weapon, you can re-roll the wound roll.
COMMAND RE-ROLL15.02
1CP
Core Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
  • Advance roll
  • Charge roll
  • Damage roll
  • Hazard roll
  • Hit roll
  • Save roll
  • Wound roll
  • A roll to determine the number of attacks generated with a weapon.

TARGET: That unit or model.

EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
SNAP SHOOTING15.09
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
  • You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
  • Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers).
  • You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
FIRE OVERWATCH15.08
1CP
Core Stratagem
A hail of fire can drive back advancing foes.
WHEN: End of your opponent’s Movement phase.

TARGET: One friendly unengaged unit (excluding TITANIC units).

EFFECT: Your unit shoots using snap shooting.
COUNTEROFFENSIVE15.12
2CP
Core Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.

TARGET: One friendly unit that is eligible to fight.

EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
SECURE BIOMASS
1CP
Assimilation Swarm – Strategic Ploy Stratagem
When rich sources of biomass are identified the warrior organisms of this swarm will stop at nothing to destroy resistance and claim them.
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a HARVESTER unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
RAPACIOUS HUNGER
1CP
Assimilation Swarm – Battle Tactic Stratagem
The hunger of the Tyranids can never be satiated.
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a HARVESTER unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
[HAZARDOUS]24.15

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.
COMMAND RE-ROLL
1CP
Boarding Actions – Epic Deed Stratagem
A great commander can bend even the vagaries of fate and fortune to their will, the better to ensure victory.
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
INSANE BRAVERY
1CP
Boarding Actions – Epic Deed Stratagem
Indifferent to their own survival, these warriors hold their ground against seemingly impossible odds.
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
EXPLOSIVE CLEARANCE
1CP
Boarding Actions – Battle Tactic Stratagem
A well-placed explosive munition in confined shipboard spaces can cause bloody carnage.
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
COUNTER-OFFENSIVE
2CP
Boarding Actions – Strategic Ploy Stratagem
In close-quarters combat, the slightest hesitation can leave an opening for a swift foe to exploit.
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
PREDATORY IMPERATIVE
1CP
Invasion Fleet – Strategic Ploy Stratagem
Guided by the instincts of leader-beasts, the swarm can be tasked with focusing its hunting instincts.
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

EFFECT: Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
ADRENAL SURGE
2CP
Invasion Fleet – Battle Tactic Stratagem
These warrior organisms destroy all as their adrenaline surges.
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
DEATH FRENZY
1CP
Invasion Fleet – Strategic Ploy Stratagem
Tyranids care nothing for self-preservation, lashing out even in death.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
OVERRUN
1CP
Invasion Fleet – Strategic Ploy Stratagem
Tyranids in battle form an unstoppable avalanche of flesh and chitin that buries the foe alive.
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
ENFILADING EMERGENCE
1CP
Subterranean Assault – Strategic Ploy Stratagem
Emerging from the depths, Tyranid bioforms level their weapon morphs and spit hissing volleys of living ammunition into the exposed backs of outflanked prey.
WHEN: End of your Movement phase.

TARGET: One TYRANIDS unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
REPLENISHING SWARMS
1CP
Subterranean Assault – Wargear Stratagem
Scrambling through the tunnels come endless multitudes of warrior-beasts and harvester bioforms, spilling out of the depths to reinforce the teeming masses.
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
TUNNEL NETWORK
1CP
Subterranean Assault – Strategic Ploy Stratagem
Taking advantage of freshly burrowed tunnels, Tyranid bioforms move swiftly across the landscape, emerging in unexpected locations.
WHEN: End of your Movement phase.

TARGET: One TYRANIDS unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
RETREAT BELOW
1CP
Subterranean Assault – Strategic Ploy Stratagem
The network of tunnels beneath the battlefield enables Tyranid organisms to retreat from the foe and prepare further ambushes.
WHEN: End of your opponent’s Fight phase.

TARGET: One TYRANIDS unit or up to two BURROWER units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
THE SMOTHERING SHADOW
1CP
Synaptic Nexus – Strategic Ploy Stratagem
In the heart of the swarms, the Shadow in the Warp can literally kill with its smothering power.
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One SYNAPSE unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
SYNAPTIC CHANNELLING
1CP
Synaptic Nexus – Battle Tactic Stratagem
Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.
WHEN: Command phase.

TARGET: One SYNAPSE unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
IMPERATIVE DOMINANCE
1CP
Synaptic Nexus – Strategic Ploy Stratagem
At need, the focused will of the Tyranid leader-beasts can goad warrior organisms to exhibit strategically beneficial behaviours at the instant they are needed most.
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
OVERRIDE INSTINCTS
1CP
Synaptic Nexus – Strategic Ploy Stratagem
The seemingly omniscient Hive Mind processes the sensory input of its swarms at an impossible rate, and compels its broods to react accordingly.
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
IRRESISTIBLE WILL
1CP
Synaptic Nexus – Battle Tactic Stratagem
Whether paralysing its prey or forcing them to stumble out of cover with its force of will, or else puppeteering nearby warrior organisms, the leader-beast ensures the prey targets are struck down.
WHEN: Your Shooting phase or the Fight phase.

TARGET: One SYNAPSE unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
REINFORCED HIVE NODE
1CP
Synaptic Nexus – Battle Tactic Stratagem
Psionic shielding crackles around these leader-beasts, helping to ensure their survival.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One SYNAPSE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
SEEDED BROODS
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Warrior organisms erupt from concealment straight into advanced positions.
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two VANGUARD INVADER units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
Questing Tendrils
Vanguard Onslaught Detachment

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.
HYPERSENSORY SCILLIA
2CP
Vanguard Onslaught – Strategic Ploy Stratagem
Hissing clusters of scillia warn of the slightest prey movements, allowing the Tyranids to react.
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two VANGUARD INVADER units from your army that are within 8" of that enemy unit, or one other TYRANIDS INFANTRY unit from your army that is within 8" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
INVISIBLE HUNTER
1CP
Vanguard Onslaught – Strategic Ploy Stratagem
Hunter-slayer organisms can melt away before the eyes of their foes, only to strike from a new direction.
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two VANGUARD INVADER units from your army, or one TYRANIDS INFANTRY unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
BIO-ACID SURGE
1CP
Tyranid Attack – Battle Tactic Stratagem
Triggered by synaptic imperative, these warrior organisms'weapon limbs secrete dripping gouts of virulent bio-acid.
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
Xeno-Terror
Tyranid Attack Detachment

To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror of the Shadow in the Warp that wreathes them, is more than some can stand.

When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn.
PHAGIC SPORES
1CP
Tyranid Attack – Wargear Stratagem
In death, these warrior organisms release billowing clouds of hideously corrosive spores that reduce nearby prey to bubbling organic slicks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play.
EXPENDABLE BIOMASS
1CP
Tyranid Attack – Strategic Ploy Stratagem
The Tyranids will expend the lives of their lesser organisms in droves provided it results in their prey’s defeat.
WHEN: Your Shooting phase.

TARGET: One TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army that has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SWARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds.
HIVE SIGHT
1CP
Tyranid Attack – Strategic Ploy Stratagem
It is whispered amongst the fearful prey species that if one Tyranid can see you, they all can...
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
SYNAPTIC MICRONODES
1CP
Warrior Bioform Onslaught Stratagem
Shed like spores from chitinous exoskeletons, these micronodes infest the very battlefield with minute motes of the Hive Mind’s consciousness.
WHEN: End of your Movement phase.

TARGET: One friendly TYRANID WARRIORS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
ALIEN PHYSIOLOGY
1CP
Warrior Bioform Onslaught Stratagem
The sheer resilience of these warrior organisms appears nighsupernatural to their horrified prey.
WHEN: Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly TYRANID WARRIORS unit.

TARGET: That TYRANID WARRIORS unit.

EFFECT: Attacks that target your unit with a S greater than your unit’s T have -1 to wound rolls.
PARASITIC PAYLOAD
1CP
Warrior Bioform Onslaught Stratagem
The projectiles fired by this weapon are infected with parasites that burrow into the central nervous systems of their targets, causing them to shriek and convulse, giving away their position to the oncoming swarms.
WHEN: Your Shooting phase, when a friendly TYRANID WARRIORS unit is selected to shoot.

TARGET: That TYRANID WARRIORS unit.

EFFECT: Your unit’s ranged attacks have [IGNORE COVER].
Leader-beasts
Warrior Bioform Onslaught Detachment

The Hive Mind has spawned entire swarms of Tyranid Warriors upon this battlefield, adapting them to be tougher as well as more numerous, and thus to serve as better conduits for its will.

Mindhunger
Ambush Predators Detachment

Ravenous instinct drives these vanguard organisms to predate leaders amongst the prey, and to crack open their crania and devour the quivering mind-meat within.

© Vyacheslav Maltsev 2013-2026