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.’
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.’
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.
Ambush Predators 1 pts #
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 ptsVon Ryan’s Leapers unit only. This unit has ‑3" detection range.
Encircling Horrors (Upgrade) #
20 ptsNEUROLICTOR/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 #
- 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 #
- 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 #
- 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 #
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
Stratagems
Catalytic Biofortification #
- 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 #
- 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 #
- 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 #
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
Stratagems
Alien Physiology #
- 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 #
- 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 #
- 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 #
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 ptsTYRANIDS model only (excluding MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.
Instinctive Defence #
15 ptsTYRANIDS 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.
Biophagic Flow (Aura) #
10 ptsTYRANIDS 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 ptsTYRANIDS 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 #
- 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 #
- 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.
Tyrannoformed #
- 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 #
- 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 #
- 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 #
- 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.’
Crusher Stampede 2 pts #
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 ptsTYRANIDS MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.
Enraged Reserves #
20 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTYRANIDS 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 #
- 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 #
- 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 #
- 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 #
- 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.’
Swarm-guided Salvoes #
- 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 #
- 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.
Invasion Fleet 3 pts #
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 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTYRANIDS 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 #
- 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.
Adrenal Surge #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
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 ptsTYRANIDS PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.
Psychostatic Disruption #
30 ptsTYRANIDS 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.
Q Does a unit affected by the Psychostatic Disruption Enhancement have to arrive from Reserves in the next Movement phase?
No.
Synaptic Control #
20 ptsTYRANIDS 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 ptsTYRANIDS 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 #
- 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 #
- 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 #
- 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 #
- 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.’
Imperative Dominance #
- 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 #
- 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 #
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 ptsTYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit.
Naturalised Camouflage #
30 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".
Stratagems
Synaptic Goading #
- 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.
Unending Waves #
- 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 #
- 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 #
- 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 #
- 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 #
- 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”.'
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.
Vanguard Onslaught 2 pts #
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 ptsTYRANIDS 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.
Chameleonic #
15 ptsVANGUARD INVADER model only. This unit has Stealth.
Errata Vanguard Onslaught Detachment, Chameleonic Enhancement
Change to:
‘VANGUARD INVADER model only. This unit has Stealth.'
Stalker #
10 ptsVANGUARD 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 ptsTYRANIDS 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.’
Stratagems
Surprise Assault #
- 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 #
- 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 #
- 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 #
- 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
Unseen Lurkers #
- 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 #
- 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 #
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 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTYRANIDS 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 ptsTRYGON 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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 #
- 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.