The Vardenghast Swarm

Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to wake from their slumber when the hive fleet locates its next meal.

Welcome to the rules section of Codex: Tyranids. Whether forging your own tales of glory and infamy with narrative play or pitting yourself against your opponents in nail-biting matched play contests, this page present all the rules you will need to bring your Tyranids collection to life on the tabletop.


Books

BookKindEditionVersionLast update
  Warhammer 40,000: The App
  Warhammer 40,000: The AppRulebook112.7.1October 2026

Keywords

BATTLELINE (1);
CHARACTER (1);
FLY (1);
INFANTRY (4);
MONSTER (1);
SMOKE (1);
TYRANIDS (5);
VANGUARD INVADER (2);
VARDENGHAST SWARM (5)


The keywords presented in this section have a number of special features:
  • CLICK on the link to open the tooltip.
  • The number in parentheses indicates the number of datasheets containing this keyword. This number represents the total number of datasheets in the faction, regardless of the filter.
  • The list does not include named keywords that match the datasheet’s name (unless there are other datasheets with such a keyword).

Army Rules

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.

Errata

Show
Synapse Army Rule
Change to: ‘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.’

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.

FAQ / Errata

Show
FAQ
Q:Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?
A:
No. Insane Bravery can only be used in your Command phase.
Errata
Shadow in the Warp Army Rule
Change to: ‘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.’

Primary Mission

PREPARE THE WAY
The Vardenghast Swarm

The Hive Mind’s imperatives are clear: overcome the enemy. Drive them from their holdfasts and bury them with weight of numbers. Prepare this world for consumption.

ANY BATTLE ROUND
WHEN: End of your turn.
A friendly unit (excluding battle-shocked units) is within your opponent’s deployment zone.10VP
SECOND BATTLE ROUND ONWARDS
WHEN: End of your Command phase (or the end of your turn in the fifth battle round).
You control two or more objectives (excluding your home objective).5VP
You control one or more objectives (excluding your home objective).5VP

The Vardenghast Swarm1DP

Detachment Rules

Skittering Hordes

So numerous and horrifying are the teeming organisms of the Vardenghast Swarm that mortal minds struggle to select targets amid the scrambling masses.

Enemy units’ ranged attacks that target a friendly VARDENGHAST SWARM INFANTRY unit not within 12" have -1 to hit rolls.

Enhancements

Psychoclastic OverloadUPGRADE

When a Psychophage’s retention sacs reach capacity, such a creature can vomit forth a stream of psychocorrosive particles large enough to erode the minds and bodies of an entire squad of enemy soldiers.

VARDENGHAST SWARM PSYCHOPHAGE unit only. This unit can re-roll rolls to determine the A of a weapon.

Adapted Organism

Forged by the Hive Mind as a dedicated killer, this warrior organism possesses hyperattuned reflexes, plentiful fast-twitch muscle fibres and additional, ablative layers of chitinous plate.

VARDENGHAST SWARM WINGED TYRANID PRIME model only.

  • This model has 4+ InSv.
  • This model’s melee attacks have +2 AP.


Stratagems

SWARM-MARKED
1CP
The Vardenghast Swarm Stratagem
Biomass-rich positions are laced with pheromones and toxic spores by the Vardenghast Swarm’s warrior organisms, marking them out for further waves to overrun and devour.
WHEN: End of your Movement phase.

TARGET: One friendly VARDENGHAST SWARM TERMAGANTS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
Possessing the sharpened instincts of true predators, the warrior organisms of the Vardenghast Swarm are capable of stealth, skittering through shadows and cover to conceal their approach from wary foes.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly VARDENGHAST SWARM INFANTRY unit.

EFFECT: Your unit has -6" detection range.
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
The Vardenghast Swarm sweeps toward their prey with horrifying speed, bounding across open ground and through shattered ruins to close in on wavering prey.
WHEN: Your Movement phase, when a friendly VARDENGHAST SWARM unit is selected to make an advance move.

TARGET: That VARDENGHAST SWARM unit.

EFFECT: Your unit can change that advance roll to a 6.

Datasheets


Terror of Vardenghast
(⌀50mm)
M
12"
T
5
SV
4+
W
6
LD
7+
OC
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Prime Talons
Prime Talons
Melee
6
2+
6
-1
2
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Death Blow: In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6:
  • On a 4+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
Bio-Reserves (Once per battle per unit): At the start or end of your Movement phase, you can use this ability. If you do:
UNIT COMPOSITION
  • 1 Terror of Vardenghast model
This model is equipped with: 1 Prime Talons.
KEYWORDS: FLY; CHARACTER; WINGED TYRANID PRIME; SYNAPSE; VARDENGHAST SWARM; INFANTRY; VANGUARD INVADER
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
EPIC CHALLENGE
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
DETACHMENT ABILITY
Skittering Hordes
ENHANCEMENTS
Adapted Organism


Vardenghast Swarm Barbgaunts
(⌀40mm)
M
6"
T
4
SV
4+
W
2
LD
8+
OC
1
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Barblauncher BLAST 1 Heavy
Barblauncher BLAST 1 Heavy
24"
D6
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous Claws and Teeth
Chitinous Claws and Teeth
Melee
1
4+
4
0
1
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Disruption Bombardment: In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those attacks. If you do, that enemy unit is pinned until the start of your next turn:
  • While a unit is pinned, that unit:
UNIT COMPOSITION
  • 5 Barbgaunt models
Every model is equipped with: 1 Barblauncher; 1 Chitinous Claws and Teeth.
KEYWORDS: VARDENGHAST SWARM; INFANTRY
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
DETACHMENT ABILITY
Skittering Hordes


Vardenghast Swarm Psychophage
(⌀120 x 92mm)
M
12"
T
9
SV
3+
W
10
LD
8+
OC
3
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Psychoclastic Torrent Ignores Cover Torrent
Psychoclastic Torrent Ignores Cover Torrent
12"
D6
3+
6
-1
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Talons and Betentacled Maw Anti-Psyker 4+ Devastating Wounds
Talons and Betentacled Maw Anti-Psyker 4+ Devastating Wounds
Melee
6
3+
6
-2
2
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Feeding Frenzy: This model’s melee attacks that target:
  • A unit below starting strength have +1 to hit rolls.
  • A unit below half-strength have +1 to wound rolls.
Bio-stimulus (Aura): While a friendly TYRANIDS unit is within 6" of this model, that unit has Feel No Pain 6+.
UNIT COMPOSITION
  • 1 Psychophage model
This model is equipped with: 1 Psychoclastic Torrent; 1 Talons and Betentacled Maw.
KEYWORDS: SMOKE; MONSTER; VARDENGHAST SWARM; HARVESTER
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
SMOKESCREEN
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
ENHANCEMENTS
Psychoclastic Overload


Vardenghast Swarm Termagants
(⌀28.5mm)
M
6"
T
3
SV
5+
W
1
LD
8+
OC
2
RANGED WEAPONS
RANGE
A
BS
S
AP
D
Fleshborer ASSAULT
Fleshborer ASSAULT
18"
1
4+
5
0
1
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous Claws and Teeth
Chitinous Claws and Teeth
Melee
1
4+
3
0
1
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Skulking Horrors (Once per phase per unit): In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a normal move of up to D6".
UNIT COMPOSITION
  • 10 Termagant models
Every model is equipped with: 1 Chitinous Claws and Teeth; 1 Fleshborer.
KEYWORDS: VARDENGHAST SWARM; INFANTRY; ENDLESS MULTITUDE; BATTLELINE
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
SWARM-MARKED
1CP
The Vardenghast Swarm Stratagem
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
DETACHMENT ABILITY
Skittering Hordes


Vardenghast Swarm Von Ryan's Leapers
(⌀40mm)
M
10"
T
5
SV
4+
W
3
LD
8+
OC
1
INSV
6+
MELEE WEAPONS
RANGE
A
WS
S
AP
D
Chitinous Talons
Chitinous Talons
Melee
6
3+
5
-1
1
ARMY RULESShadow in the Warp, Synapse
ABILITIES
Pouncing Leap (Once per turn per unit): You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
  • That use is -1 CP.
  • That use does not prevent any uses of that stratagem on other units this phase.
UNIT COMPOSITION
  • 3 Von Ryan's Leaper models
Every model is equipped with: 1 Chitinous Talons.
KEYWORDS: INFANTRY; VANGUARD INVADER; VARDENGHAST SWARM
FACTION KEYWORDS:
TYRANIDS
STRATAGEMS
COMMAND RE-ROLL
1CP
Core
C
INSANE BRAVERY
1CP
Core
C
FIRE OVERWATCH
1CP
Core
C
HEROIC INTERVENTION
1CP
Core
C
COUNTEROFFENSIVE
2CP
Core
C
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
DETACHMENT ABILITY
Skittering Hordes

The BATTLELINE keyword is used in the following The Vardenghast Swarm datasheets:

The CHARACTER keyword is used in the following The Vardenghast Swarm datasheets:

The FLY keyword is used in the following The Vardenghast Swarm datasheets:

The INFANTRY keyword is used in the following The Vardenghast Swarm datasheets:

The MONSTER keyword is used in the following The Vardenghast Swarm datasheets:

The SMOKE keyword is used in the following The Vardenghast Swarm datasheets:

The TYRANIDS keyword is used in the following The Vardenghast Swarm datasheets:

The VANGUARD INVADER keyword is used in the following The Vardenghast Swarm datasheets:

The VARDENGHAST SWARM keyword is used in the following The Vardenghast Swarm datasheets:

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.

FAQ

Q:If a unit has a rule that allows it to start an action when it is battle-shocked can it also continue doing that action if it becomes battle-shocked after starting an action?
A:
Yes
Q:If a unit becomes battle-shocked after starting an action does it stop performing that action?
A:
Yes

The VARDENGHAST SWARM and INFANTRY keywords are used in the following The Vardenghast Swarm 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].
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.

FAQ

Q:When checking line of sight from one model to another, is this drawn between the bases of those models, or between any part of them?
A:
Line of sight is drawn from any part of the observing model to any part of the model being observed.
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.
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).

FAQ

Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+. Does this work when snap shooting?
A:
Unless otherwise stated, no: when snap shooting, each attack only hits on a roll of 6.
Q:My attack has a rule that means it results in a critical hit on a hit roll of 4+, and I would otherwise need a 5+ to hit. Does a 4+ hit?
A:
Yes, except when snap shooting: when snap shooting, each attack only hits on a roll of 6.
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.
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.

FAQ

Q:When declaring the allocation order of groups in my unit I have more than one non-CHARACTER groups that contain a model with a missing wound, how must I select the order?
A:
Those groups can be selected in an order of your choosing but must be in an order that makes them come before any non-CHARACTER groups that do not contain a model with a missing wound.
Q:I have a unit being attacked with weapons that will modify some of their save rolls to be worse then 6 should I make those save rolls?
A:
Yes, because other models in your unit may have Sv’s that are better those models you’ve mentioned, this means that enough save rolls could be allocated to the those models that the rest of the results are not greater then the Sv’s of the other models in your unit.
Q:Can I group or allocate a wound to a destroyed model?
A:
No.
14.02 Level of Control
At the start of the battle, no objective on the battlefield is controlled by either player. To gain control of an objective, a player will need one or more models with an OC characteristic of 1 or more within range of it. A model is within range of a terrain objective while it is within that terrain area.

At the end of each phase and turn, to determine a player’s level of control over an objective, add together the OC characteristics of all the models in that player’s army that are within range of that objective:
  • The player who has the highest level of control over that objective controls that objective.
  • If both players have the same level of control over that objective, unless that objective is secured (see below), that objective is not controlled by either player.

While one or more units from a player’s army are within range of an objective that player controls, for each of those units that contains one or more models with an OC characteristic of 1 or more, that unit is said to be controlling that objective.

HOLD AT ALL COSTS
Some units have abilities that are triggered when they control an objective, or when they secure an objective for your army.

FAQ

Q:Is being within range of a terrain objective the same as being within range of an objective marker?
A:
Yes.
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.

FAQ

Q:If my unit has taken control of an objective at the end of my movement phase and that unit has as an ability that secures an objective they control, can they secure that objective?
A:
Yes
13.09 Hidden
A model is hidden while all of the following apply to it:
  • That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.
  • That model’s unit did not make one or more ranged attacks during this turn or during the previous turn.
While a model is hidden, it can only be visible to enemy models that are within its detection range. Unless otherwise stated, a model’s detection range is 15".

Errata

13.09 - Change to First Bullet Point
Change to: ‘That model has the INFANTRY/BEASTS/SWARM keyword and is within a terrain area that contains one or more light/dense terrain features.’
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.

FAQ

Q:Does my model or unit become engaged while moving through a enemy units engagement range during a move?
A:
No
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:
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.

FAQ / Errata

FAQ
Q:Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?
A:
No. Insane Bravery can only be used in your Command phase.
Errata
Shadow in the Warp Army Rule
Change to: ‘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.’
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.

Errata

Synapse Army Rule
Change to: ‘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.’
02.02.04 Healing Or Regaining Lost Wounds
When a unit heals or regains a number of wounds, it regains up to that number of lost wounds. For each wound healed or regained, consult the following:
  • If that unit has one or more models that does not have its full wounds remaining, select one of those models; that model regains one lost wound.
  • If all models in that unit have their starting number of wounds, but one or more models from that unit are currently destroyed, revive one of those destroyed models (excluding CHARACTER models), with one wound remaining.
This cannot cause a model to have more wounds remaining than it started the battle with.

If a rule states that a model heals or regains a number of wounds, only that model can regain wounds up to its starting number of wounds. Any excess regained wounds are lost and do not cause a destroyed model from that unit to revive.
Before selecting targets for this weapon, select one of its eligible profiles to make attacks with.
02.02.03 Random Characteristics
Random Movement: When a unit with a random M characteristic is selected to move, determine the entire unit’s move distance by rolling the indicated number of dice.

Random Attacks: If a weapon has a random A characteristic, that characteristic is determined when generating attacks for that weapon at the Resolve Attacks step (04.03). If several weapons with random A characteristics are making identical attacks, generate the attacks for each of those weapons individually, and group them all together.

Random Damage: If a weapon has a random D characteristic, then each time an attack made with it inflicts damage, the controlling player determines that weapon’s characteristic when the opposing player has selected a model in the target unit to allocate that attack to.

When determining a random D characteristic, the dice roll made is called a damage roll.

Where a D characteristic includes an operator (e.g. a ‘+’, as in D6+1), the value after the operator is part of that D characteristic – it is not a modifier.

Other Random Characteristics: For all other characteristics, roll to determine the value on an individual, per-model or per-weapon basis each time that characteristic is required.
[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.
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

FAQ

Q:I have a rule that triggers when a mortal wound is allocated to a model, when does this happen?
A:
When you select a model in the Select Model step of Mortal Wounds (06.02).
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.

FAQ

Q:I failed hazard rolls from [Hazardous] weapons, do those mortal wounds have to be allocated to the models with the [HAZARDOUS] weapons?
A:
No, you allocate the mortal wounds to the unit as per Mortal Wounds (06.02). (This represents Bob the guardsmen picking up his fallen squad mates plasma gun or that the twisting power of James the Chaos Sorcerer pulling his followers into the warp.)
Q:If a rule says my unit must make a hazard roll does every model in the unit make a hazard roll?
A:
No, the unit would make 1 single hazard roll.
[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
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).
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.
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.
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.
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.
EPIC CHALLENGE15.03
1CP
Core Stratagem
The legends of the 41st millennium are replete with deadly duels between mighty champions.
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.

TARGET: That CHARACTER unit.

EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
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).
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).
BRUTE SPEED
1CP
The Vardenghast Swarm Stratagem
The Vardenghast Swarm sweeps toward their prey with horrifying speed, bounding across open ground and through shattered ruins to close in on wavering prey.
WHEN: Your Movement phase, when a friendly VARDENGHAST SWARM unit is selected to make an advance move.

TARGET: That VARDENGHAST SWARM unit.

EFFECT: Your unit can change that advance roll to a 6.
SKULKING HUNTERS
1CP
The Vardenghast Swarm Stratagem
Possessing the sharpened instincts of true predators, the warrior organisms of the Vardenghast Swarm are capable of stealth, skittering through shadows and cover to conceal their approach from wary foes.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly VARDENGHAST SWARM INFANTRY unit.

EFFECT: Your unit has -6" detection range.
Skittering Hordes
The Vardenghast Swarm Detachment

So numerous and horrifying are the teeming organisms of the Vardenghast Swarm that mortal minds struggle to select targets amid the scrambling masses.

Enemy units’ ranged attacks that target a friendly VARDENGHAST SWARM INFANTRY unit not within 12" have -1 to hit rolls.
Adapted Organism
The Vardenghast Swarm Detachment

Forged by the Hive Mind as a dedicated killer, this warrior organism possesses hyperattuned reflexes, plentiful fast-twitch muscle fibres and additional, ablative layers of chitinous plate.

VARDENGHAST SWARM WINGED TYRANID PRIME model only.

  • This model has 4+ InSv.
  • This model’s melee attacks have +2 AP.

[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).
[HEAVY]24.16

Heavy weapons are amongst the biggest guns on the battlefield, but require bracing to fire at full effect.

In your Shooting phase, each time an attack is made with a [HEAVY] weapon, add 1 to the hit roll if all of the following apply to the attacking unit:
  • That unit is unengaged.
  • That unit was not set up on the battlefield this turn.
  • No model in that unit has moved more than 3" this turn.
01.02.01 Starting Strength and Half-Strength
The number of models a unit contains at the start of the first battle round is its starting strength. The starting strength of an attached unit is the number of models that unit contains at the start of the first battle round.

Some rules refer to units being below starting strength, or at – or below – half-strength. The meaning of these terms varies depending on a unit’s starting strength, as shown below.

UNIT STRENGTH
STARTING STRENGTH OF 1STARTING STRENGTH OF 2 OR MORE
BELOW STARTING STRENGTHModel’s remaining wounds are less than its W characteristic.Number of remaining models in the unit is less than its starting strength.
AT HALF-STRENGTHModel’s remaining wounds are half of its W characteristic.Number of remaining models in the unit is half of its starting strength.
BELOW HALF-STRENGTHModel’s remaining wounds are less than half of its W characteristic.Number of remaining models in the unit is less than half of its starting strength.

Example: A Captain (1 model) is attached to a unit of Intercessors (5 models). This attached unit has a starting strength of 6. If three Intercessors were destroyed, the unit would be at half-strength. If four Intercessors were destroyed, the unit would be below half-strength. If all of the Intercessors were destroyed, the remaining Captain would be below half-strength, despite having his full wounds remaining.

SOME UNITS CANNOT BE AT HALF-STRENGTH
If a model’s W characteristic or a unit’s starting strength cannot be evenly divided in half, that model or unit cannot be at half-strength (but can be below half-strength as described above).
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.
13.01 Placing Terrain
Before the battle, place a selection of terrain features on the battlefield using one or more of the following methods:
  • Place a well-defined boundary (such as a base or mat) in each location you want to furnish with terrain, then place one or more terrain features wholly within that boundary.
  • Place one terrain feature directly on the battlefield.
  • Place two or more terrain features directly on the battlefield in such a way that together they define the boundary of an area.

In each case, the area of the battlefield occupied by that boundary or terrain feature is known as a terrain area. A mission’s deployment map may define the location and dimensions of each terrain area. Otherwise, players must agree on this before the battle.

FAQ

Q:Are models that are within the boundary of a terrain area, but not on the ground floor of a terrain area (e.g. overhanging parts of FRAME VEHICLES or models on terrain features that are within that terrain area) within that terrain area?
A:
Yes
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.

FAQ

Q:When my unit shoots at another unit, how does it work if some models in the target unit are fully visible to some models in my unit, while others are within a terrain area/not fully visible?
A:
For each attacking model in your unit, determine whether the target unit has the benefit of cover, as described in Terrain and Visibility. In this scenario, the target unit will likely have the benefit of cover against some of the attacking models, but not all.

This means that, in an example unit where all attacking models are using the same weapon, when you get to the Resolve Attacks step of the Attack Sequence, you will collect dice for attacks made by models against which the target unit has the benefit of cover separately from the dice for attacks made by models against which the target unit does not have the benefit of cover.
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).
[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).
[TORRENT]24.37

Torrent weapons project clouds of fire, gas or other lethal substances that few foes can hope to evade.

Each time an attack is made with a [TORRENT] weapon, that attack automatically hits the target.
[ANTI]24.03

Certain weapons are the bane of particular foes.

This ability always takes the form [ANTI-X Y+]. Each time an attack is made with an [ANTI] weapon, if the target unit has the keyword denoted by X, an unmodified wound roll of Y+ is a critical wound.

Example: An attack made with an [ANTI-VEHICLE 4+] weapon against a VEHICLE unit will result in a critical wound on an unmodified wound roll of 4+, while an attack made with an [ANTI-PSYKER 2+] weapon against a PSYKER unit will result in a critical wound on an unmodified wound roll of 2+.
SMOKESCREEN15.10
1CP
Core Stratagem
Even the most skilled marksmen struggle to hit targets veiled by billowing screens of smoke.
WHEN: Start of your opponent’s Shooting phase.

TARGET: One friendly SMOKE unit.

EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
Psychoclastic OverloadUPGRADE
The Vardenghast Swarm Detachment

When a Psychophage’s retention sacs reach capacity, such a creature can vomit forth a stream of psychocorrosive particles large enough to erode the minds and bodies of an entire squad of enemy soldiers.

VARDENGHAST SWARM PSYCHOPHAGE unit only. This unit can re-roll rolls to determine the A of a weapon.

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.
ASSAULT SHOOTING10.05
ELIGIBLE IF: All of the following apply to your unit:
  • Unengaged and made an advance move this turn.
  • Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
[ASSAULT]24.04

Folding stocks, shortened barrels or lightweight construction enable some weapons to be easily fired on the move.

Units containing one or more models with an [ASSAULT] weapon can shoot using assault shooting (10.05).
SWARM-MARKED
1CP
The Vardenghast Swarm Stratagem
Biomass-rich positions are laced with pheromones and toxic spores by the Vardenghast Swarm’s warrior organisms, marking them out for further waves to overrun and devour.
WHEN: End of your Movement phase.

TARGET: One friendly VARDENGHAST SWARM TERMAGANTS unit.

EFFECT: Select one objective your unit is controlling. That objective is secured.

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