Warhammer 40,000 rules

Factions — Codex: Tyranids

Tyranids

Synapse #

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.

FAQ

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.’

in the full FAQ

Shadow in the Warp #

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 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.’

in the full FAQ
Q Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?

No. Insane Bravery can only be used in your Command phase.

in the full FAQ

Ambush Predators 1 pts #

Disruption

Mindhunger #

  • Friendly Deathleaper/Lictor/Neurolictor units have Deep Strike.
  • Friendly LICTOR/NEUROLICTOR units’ attacks that target a CHARACTER unit can re‑roll hit rolls of 1.

Enhancements

Cryptophotaic Camouflage (Upgrade) #

15 pts

Von Ryan’s Leapers unit only. This unit has ‑3" detection range.

Encircling Horrors (Upgrade) #

20 pts

NEUROLICTOR/LICTOR/VON RYAN’S LEAPERS unit only. In your opponent’s Movement phase, when an enemy unit ends a move within 8" of this unit, this unit can make a normal move of up to D3+3".

Stratagems

Counterpredation #

1 CP Fight either turn
When

Fight phase, when a friendly Deathleaper/Lictor/Neurolictor/Von Ryan’s Leapers unit is selected to fight.

Target

That Deathleaper/Lictor/Neurolictor/Von Ryan’s Leapers unit.

Effect

Your unit’s attacks that target a hidden unit have +1 S and AP.

Hypersensory Adaptations #

1 CP Shooting your turn
When

Start of your Shooting phase.

Target

One friendly DEATHLEAPER/LICTOR/NEUROLICTOR/VON RYAN’S LEAPERS unit.

Effect

Select one visible enemy unit within 12" of your unit. That enemy unit has +6" detection range.

Scanner Gheist #

1 CP Fight opponent's turn
When

End of your opponent’s Fight phase.

Target

One friendly unengaged Deathleaper/Lictor/Neurolictor unit.

Effect

Place your unit in strategic reserves.

Talons of the Norn Queen 1 pts #

Take and Hold

Higher Imperatives #

Friendly Norn Emissary/Norn Assimilator units have the following ability:

Protean Purpose: (Once per battle, per unit) In your Command phase, you can use this ability. If you do, this unit can make a selection for its Singular Purpose ability (this replaces the previous selection).

Enhancements

Destabilising Predation (Upgrade) #

20 pts

Norn Emissary unit only. This unit’s ranged attacks have [Anti‑Character 2+].

Synaptoprescience (Upgrade) #

30 pts

Norn Assimilator unit only. This unit has 4+ InSv.

Stratagems

Catalytic Biofortification #

1 CP CommandMovementShootingChargeFight either turn
When

Any phase, when a friendly Norn Assimilator unit suffers a mortal wound.

Target

That Norn Assimilator unit.

Effect

Your unit has Feel No Pain 4+ against mortal wounds.

Lesser Prey #

1 CP Fight either turn
When

Fight phase, when a friendly Norn Assimilator/Norn Emissary unit is selected to fight.

Target

That Norn Assimilator/Norn Emissary unit.

Effect

Your unit’s melee attacks have +2 S.

Tanglestrike Rounds #

1 CP Shooting your turn
When

Your Shooting phase, when a friendly Norn Assimilator unit has shot.

Target

That Norn Assimilator unit.

Effect

Select one enemy unit hit by those attacks. That enemy unit is tethered until the start of your next Command phase:

  • While a unit is tethered, that unit has ‑2" M.

Warrior Bioform Onslaught 1 pts #

Take and Hold

Leader-beasts #

  • Friendly Tyranid Warriors with Ranged Bio‑weapons/Tyranid Warriors with Melee Bio‑weapons units have:
    • Tyranid Warriors.
    • Battleline.

  • Tyranid Warriors/Tyranid Prime with lash whip/Winged Tyranid Prime models from your army have 5+ InSv.

Enhancements

Elevated Might #

30 pts

Winged Tyranid Prime/Tyranid Prime with lash whip model only. This model’s melee attacks:

  • Can re-roll wound rolls.
  • Have +1 AP.

Ocular Adaptation #

20 pts

Winged Tyranid Prime/Tyranid Prime with lash whip model only. This unit’s melee attacks have +1 to hit rolls.

Stratagems

Alien Physiology #

1 CP ShootingFight either turn
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 #

1 CP Shooting your turn
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].

Synaptic Micronodes #

1 CP Movement your turn
When

End of your Movement phase.

Target

One friendly Tyranid Warriors unit.

Effect

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

Assimilation Swarm 2 pts #

Priority Assets

Feed the Swarm #

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.

Enhancements

Regenerating Monstrosity #

20 pts

TYRANIDS model only (excluding MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.

Instinctive Defence #

15 pts

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.

Errata Instinctive Defence Enhancement

Change to:
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.

in the full FAQ

Biophagic Flow (Aura) #

10 pts

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".

Parasitic Biomorphology #

25 pts

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.

Stratagems

Broodguard Impulse #

1 CP Epic Deed CommandMovementShootingChargeFight either turn
When

Any phase.

Target

One HARVESTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll.

Reclaim Biomass #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
When

Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play.

Target

One HARVESTER unit from your army that is within 6" of that destroyed unit.

Effect

Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm).

FAQ

Q When using the Reclaim Biomass Stratagem, can the Stratagem effect be used on the unit that was just destroyed?

No.

in the full FAQ

Tyrannoformed #

1 CP Strategic Ploy Command either turn
When

Command phase.

Target

One HARVESTER unit from your army that is within range of an objective marker you control.

Effect

That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.

Ablative Carapace #

2 CP Epic Deed ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One HARVESTER 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 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.

Secure Biomass #

1 CP Strategic Ploy Fight either turn
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 #

1 CP Battle Tactic Fight your turn
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.

FAQ

Errata Feed the Swarm Detachment Rule

Change to:
‘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.’

in the full FAQ

Crusher Stampede 2 pts #

Purge the Foe

Enraged Behemoths #

Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.

Enhancements

Ominous Presence #

15 pts

TYRANIDS MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.

Enraged Reserves #

20 pts

TYRANIDS MONSTER model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

Null Nodules #

10 pts

TYRANIDS MONSTER model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks.

Monstrous Nemesis #

25 pts

TYRANIDS MONSTER model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.

Stratagems

Corrosive Viscera #

1 CP Strategic Ploy ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after a TYRANIDS MONSTER model from your army with the Deadly Demise ability that cannot Fly is destroyed.

Target

That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed.

Effect

Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.

Rampaging Monstrosities #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.

Savage Roar #

1 CP Battle Tactic Fight either turn
When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.

Untrammelled Ferocity #

1 CP Strategic Ploy Movement your turn
When

Your Movement phase.

Target

One TYRANIDS MONSTER unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.

FAQ

Errata Untrammelled Ferocity Stratagem, Effect Section

Change to:
Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.’

in the full FAQ

Swarm-guided Salvoes #

1 CP Battle Tactic Shooting your turn
When

Your Shooting phase.

Target

One TYRANIDS MONSTER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.

Massive Impact #

1 CP Epic Deed Charge your turn
When

Your Charge phase, just after a TYRANIDS MONSTER model from your army ends a Charge move.

Target

That TYRANIDS MONSTER model.

Effect

Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.

FAQ

Errata Enraged Behemoths Detachment Rule

Change to:
‘Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.

in the full FAQ

Invasion Fleet 3 pts #

Take and Hold

Hyper-adaptations #

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.

Enhancements

Alien Cunning #

30 pts

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.

Perfectly Adapted #

15 pts

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.

Synaptic Linchpin #

20 pts

TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.

Adaptive Biology #

25 pts

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.

Stratagems

Rapid Regeneration #

1 CP Battle Tactic ShootingFight either turn
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.

FAQ

Q Can I use the Rapid Regeneration Stratagem when an ability like Doombolt or Vortex of Doom would inflict mortal wounds on a TYRANIDS unit from my army?

No.

in the full FAQ

Adrenal Surge #

2 CP Battle Tactic Fight either turn
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 #

1 CP Strategic Ploy Fight either turn
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 #

1 CP Strategic Ploy Fight either turn
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".

Predatory Imperative #

1 CP Strategic Ploy Command your turn
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.

Endless Swarm #

1 CP Strategic Ploy Command your turn
When

Your Command phase.

Target

Up to two ENDLESS MULTITUDE units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army.

Effect

You can return up to D3+3 destroyed models to each of those selected units.

Synaptic Nexus 2 pts #

Disruption

Synaptic Imperatives #

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.

Enhancements

Power of the Hive Mind #

10 pts

TYRANIDS PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.

Psychostatic Disruption #

30 pts

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.

Q If my opponent uses a rule to place a unit into Strategic Reserves during the first battle round, and that rule states that the unit must arrive on the battlefield in the next battle round, what happens if a model from my army uses the Psychostatic Disruption Enhancement in the second battle round when that enemy Strategic Reserves unit is due to arrive?

The ‘cannot arrive’ rule takes precedence over the rule stating that the unit ‘must arrive’ from Strategic Reserves. Roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.

in the full FAQ
Q Does a unit affected by the Psychostatic Disruption Enhancement have to arrive from Reserves in the next Movement phase?

No.

in the full FAQ

Synaptic Control #

20 pts

TYRANIDS SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.

The Dirgeheart of Kharis (Aura) #

15 pts

TYRANIDS SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that unit’s Leadership characteristic by 1.

Stratagems

The Smothering Shadow #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
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 #

1 CP Battle Tactic Command either turn
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.

Irresistible Will #

1 CP Battle Tactic ShootingFight either turn
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 #

1 CP Battle Tactic ShootingFight either turn
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.

FAQ

Errata Reinforced Hive Node Stratagem, Effect Section

Change to:
'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.’

in the full FAQ

Imperative Dominance #

1 CP Strategic Ploy Command your turn
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 #

1 CP Strategic Ploy Movement your turn
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.

Unending Swarm 2 pts #

Take and Hold

Insurmountable Odds #

In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was destroyed as a result of those attacks, that friendly unit can make a surge move of up to D6”.

Enhancements

Relentless Hunger #

20 pts

TYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit.

Naturalised Camouflage #

30 pts

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.

Piercing Talons #

25 pts

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.

Adrenalised Onslaught #

15 pts

TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".

Stratagems

Synaptic Goading #

1 CP Strategic Ploy CommandMovementShootingChargeFight either turn
When

Any phase, just before an ENDLESS MULTITUDE unit from your army that is within Synapse Range of your army makes a Surge move.

Target

That ENDLESS MULTITUDE unit

Effect

When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit). All other rules for making Surge moves still apply.

FAQ

Q Does the Synaptic Goading Stratagem allow a unit to leave Engagement Range and move towards the closest objective marker?

Yes.

in the full FAQ

Unending Waves #

2 CP Strategic Ploy CommandMovementShootingChargeFight either turn
When

Any phase.

Target

One ENDLESS MULTITUDE unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.

Restrictions

Any destroyed CHARACTER units that were attached to your unit are not returned. You can only use this Stratagem once per battle.

Teeming Masses #

1 CP Battle Tactic ShootingFight either turn
When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ENDLESS MULTITUDE 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 an attack targets your unit, subtract 1 from the Hit roll.

Swarming Masses #

1 CP Battle Tactic ShootingFight either turn
When

Your Shooting phase or the Fight phase.

Target

One ENDLESS MULTITUDE unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

Bounding Advance #

1 CP Battle Tactic Movement your turn
When

Your Movement phase.

Target

One ENDLESS MULTITUDE unit from your army.

Effect

Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

Preservation Imperative #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ENDLESS MULTITUDE 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, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability.

FAQ

Errata Insurmountable Odds Detachment Rule

Change to:
'In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was destroyed as a result of those attacks, that friendly unit can make a surge move of up to D6”.'

in the full FAQ
Q Do rules such as the Insurmountable Odds Detachment rule and the Carnifexes’ Blistering Assault ability let me choose between not moving the unit in question or moving the unit as far as possible following the conditions?

Yes.

in the full FAQ

Vanguard Onslaught 2 pts #

Reconnaissance

Questing Tendrils #

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.

Vanguard Prime #

DEATHLEAPER loses the Hunter Organism rule and can be your WARLORD.

Enhancements

Hunting Grounds #

30 pts

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.

Q Do units that are repositioned by rules that do not specify that the unit being repositioned is first placed into Reserves (e.g. the Grey Knights Teleport Assault rule) need to take a Battle-shock test on a roll of 2+ if a TYRANIDS CHARACTER with the Hunting Grounds Enhancement is on the battlefield?

Yes. Rules that are triggered by or apply to Reserves units are also triggered by and apply to a repositioned unit when it is set back up.

in the full FAQ

Chameleonic #

15 pts

VANGUARD INVADER model only. This unit has Stealth.

Errata Vanguard Onslaught Detachment, Chameleonic Enhancement

Change to:
VANGUARD INVADER model only. This unit has Stealth.'

in the full FAQ

Stalker #

10 pts

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.

Neuronode #

20 pts

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.

Errata Neuronode Enhancement

Change to:
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.’

in the full FAQ

Stratagems

Surprise Assault #

1 CP Battle Tactic ShootingFight either turn
When

Your Shooting phase or the Fight phase, just after a VANGUARD INVADER unit from your army has selected its targets.

Target

That VANGUARD INVADER unit.

Effect

Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.

Assassin Beasts #

1 CP Battle Tactic Fight either turn
When

Fight phase.

Target

One VANGUARD INVADER INFANTRY 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 [PRECISION] ability.

Seeded Broods #

1 CP Strategic Ploy Movement your turn
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.

Hypersensory Scillia #

2 CP Strategic Ploy Movement opponent's turn
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.

FAQ

Errata Hypersensory Scillia Stratagem, Target Section

Change 9" to 8".

in the full FAQ

Unseen Lurkers #

1 CP Strategic Ploy Shooting opponent's turn
When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One VANGUARD INVADER 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.

Invisible Hunter #

1 CP Strategic Ploy Fight opponent's turn
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.

Subterranean Assault 3 pts #

Disruption

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.

Surprise Assault #

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 40mm circular 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.

Subterranean Assault Keywords up to 2

Character

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

Enhancements

Synaptic Strategy #

15 pts

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.

Tremor Senses #

20 pts

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.

Vanguard Intellect #

15 pts

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.

Trygon Prime #

20 pts

TRYGON model only. The bearer gains the SYNAPSE keyword. Improve the Strength and Weapon Skill characteristics of melee weapons equipped by the bearer by 1.

Stratagems

Adaptive Optimisation #

1 CP Wargear Command either turn
When

Command phase.

Target

One MAWLOC or TRYGON unit from your army.

Effect

Until the start of your next Command phase, your unit has the SYNAPSE keyword.

Replenishing Swarms #

1 CP Wargear Movement your turn
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.

Enfilading Emergence #

1 CP Strategic Ploy Movement your turn
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.

Tunnel Network #

1 CP Strategic Ploy Movement your turn
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.

Swarming Assault #

1 CP Strategic Ploy Charge your turn
When

Your Charge phase.

Target

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

Effect

Until the end of the phase, friendly TYRANIDS units within 6" of your unit can re-roll Charge rolls.

Retreat Below #

1 CP Strategic Ploy Fight opponent's turn
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.