MELEE WEAPONS | RANGE | A | WS | S | AP | D | |
| Prime talons | |||||||
| Prime talons | Melee | 6 | 2+ | 6 | -1 | 2 | |
| YOUR UNIT COSTS | |
| 1 model | 65 |




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




Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.This warrior organism has identified installations and routes of communication and supply vital to the prey. As the Tyranid invasion commences so the beast orchestrates ambushes and terror raids against these priority targets, ensuring that those enemy reinforcements who do reach the battlefield do so in bloodied disarray.
TYRANIDS model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
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 TYRANIDS and SYNAPSE keywords are used in the following Tyranids datasheets:
A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biological cognition alike, causing teleport signals to fluctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.
TYRANIDS SYNAPSE model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.
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).
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.The BATTLELINE keyword is used in the following Tyranids datasheets:
The BURROWER keyword is used in the following Tyranids datasheets:
The CHARACTER keyword is used in the following Tyranids datasheets:
The FLY keyword is used in the following Tyranids datasheets:
The GREAT DEVOURER keyword is used in the following Tyranids datasheets:
The INFANTRY keyword is used in the following Tyranids datasheets:
The MONSTER keyword is used in the following Tyranids datasheets:
The SYNAPSE keyword is used in the following Tyranids datasheets:
The TYRANIDS keyword is used in the following Tyranids datasheets:
The VANGUARD INVADER 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. |
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 VANGUARD INVADER and INFANTRY keywords are used in the following Tyranids datasheets:
The TYRANIDS and INFANTRY keywords are used in the following Tyranids datasheets:
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.There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.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.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.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 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.This creature was created for one purpose: to completely eradicate the defenders of the target prey world.
TYRANIDS model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
With a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.
TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.
The same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.
TYRANIDS model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
This leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.
TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constant influx of sensory data, enabling it to traverse the battlefield and emerge at the place and time of maximum impact.
TYRANIDS model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
This bioform uses its own keen senses and predatory intellect to burrow into position and strike before the enemy can react.
TYRANIDS model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movement from the enemy force, impelling its fellow organisms to reposition themselves in preparation for a coordinated assault.
TYRANIDS model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of speed.
TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".
A simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.
TYRANIDS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
These warrior organisms possess limited chameleonic properties that conceal their advance. The benefits of such deceptions decrease as they approach their prey, but can be enough to bring them safely into range to strike.
TYRANIDS model only. At the start of the first battle round, select up to three friendly ENDLESS MULTITUDE units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack.
Parasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.
TYRANIDS model only. While a friendly HARVESTER model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly TYRANIDS unit that is within 9" of it, instead of one within 6".
The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.
TYRANIDS model only. While the bearer is within 6" of one or more friendly HARVESTER units, when you target this unit with the Heroic Intervention stratagem, that use is -1 CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability.
This nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that were once foes.
TYRANIDS model only (excluding MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.
These warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the fluids of their prey.
TYRANIDS model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly HARVESTER units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
While no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the influence of which increases its host’s ability to formulate and enforce large-scale predatory strategies.
TYRANIDS model only. After both players have deployed their armies, you can select up to three VANGUARD INVADER units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
This grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. The longer prey are exposed to the sound, the worse their atavistic terror response becomes...
TYRANIDS SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.
The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to fight on.
TYRANIDS SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
This hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.
VANGUARD INVADER model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
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.This massed swarm of warrior organisms spills over and around one another as they advance, chitinous killers packing corridors floor to ceiling and bursting open hatchways with sheer weight of numbers.
Each time a TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off.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.
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.
This node‑beast’s bioadaptations allow it to perceive the minutest electrical impulse or heat signature. Few prey organisms escape its clutches.
WINGED TYRANID PRIME/TYRANID PRIME WITH LASH WHIP model only. This unit’s melee attacks have +1 to hit rolls.
This bioform and its symbiotic weapon-beasts have been adapted for maximum lethality
WINGED TYRANID PRIME/TYRANID PRIME WITH LASH WHIP model only. This model’s melee attacks:
Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit).
This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.
In your Command phase, select one friendly TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit.
This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.
Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase.
Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.
While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.