Tyranids — army rules
Assimilation Swarm
Detachment rules
Feed the Swarm: In your Command phase, each Harvester unit from your army may Regenerate one friendly TYRANIDS unit 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; or one destroyed Infantry model (excluding Characters) returns to that unit with full wounds. If the unit is an Endless Multitude unit, up to 3 destroyed models return instead.
Enhancements
Regenerating Monstrosity (20 pts): TYRANIDS model only (excluding Monsters). The bearer's unit may 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, you may target the bearer's unit with the Heroic Intervention Stratagem for 0CP, and models in the bearer's unit gain the Fights First ability.
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 may Regenerate one friendly TYRANIDS unit within 9" of it instead of within 6".
Parasitic Biomorphology (25 pts): TYRANIDS model only. Add 1 to the Strength of melee weapons carried 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, add 1 to the Attacks of melee weapons carried by models in the bearer's unit for the rest of the battle.
Stratagems
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 to have one model regain up to D3 lost wounds, it regains up to 3 lost wounds instead.
BROODGUARD IMPULSE
WHEN: Any phase. TARGET: One Harvester unit from your army that was just destroyed (you may use this even though it was just destroyed). EFFECT: For the rest of the battle, whenever a friendly TYRANIDS model attacks the enemy unit that destroyed your HARVESTER unit, add 1 to the Wound roll.
ABLATIVE CARAPACE
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Harvester unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, models in your unit gain Feel No Pain 5+. If your unit is within range of an objective marker you control, they gain Feel No Pain 4+ instead.
RECLAIM BIOMASS
WHEN: Any phase, when a TYRANIDS unit from your army is destroyed, before its last model is removed. TARGET: One Harvester unit from your army within 6" of that destroyed unit. EFFECT: Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (see Feed the Swarm).
TYRANNOFORMED
WHEN: Command phase. TARGET: One Harvester unit from your army within range of an objective marker you control. EFFECT: That objective marker stays under your control even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
SECURE BIOMASS
WHEN: Fight phase. TARGET: One TYRANIDS unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, melee weapons carried by models in your unit gain the [LETHAL HITS] ability. If your unit is a Harvester unit, whenever a model in it makes a melee attack, an unmodified Hit roll of 5+ also scores a Critical Hit.
Biotide
Detachment rules
Unstoppable Swarm: Whenever a TYRANIDS unit from your army moves, its models may move through friendly TYRANIDS models as if they were not there. Also, whenever a TYRANIDS unit from your army attempts to operate a closed Hatchway and your opponent tries to prevent it, add 1 to your roll-off result.
Enhancements
Synaptic Beacon (0 pts): While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.
Hypersurge Gland (0 pts): Once per battle, at the end of your opponent's Charge phase, the bearer can use this Enhancement to declare a charge as if it were your Charge phase.
Stratagems
ONRUSHING HORDE
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units) picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, whenever an attack targets your unit, subtract 1 from the Hit roll.
SWARM HUNTERS
WHEN: Your Shooting phase. TARGET: One TERMAGANTS unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, models in your unit may ignore other models in their own unit when determining visibility. Also, if your unit is within Synapse Range of your army, whenever a model in it attacks, you may re-roll the Hit roll.
LIVING AVALANCHE
WHEN: Your Movement phase, right after a TYRANIDS unit from your army has opened a Hatchway. TARGET: That TYRANIDS unit. EFFECT: Your unit may make a Swarm move: move it up to 3", but at least one model must end the move on the opposite side of that Hatchway from where it started the phase. Those models may be moved within Engagement Range of enemy units when doing so.
SQUIRMING MASSES
WHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One ENDLESS MULTITUDE unit from your army that is in Reserves. EFFECT: For the rest of the phase, models in your unit gain the Deep Strike ability, and when set up using it they may be placed anywhere on the battlefield more than 6" horizontally from all enemy units, as long as they are also within Synapse Range of your army. RESTRICTIONS: Usable only once, and for the rest of the turn your unit cannot declare a charge.
Boarding Swarm
Detachment rules
Priority Predation: Whenever an enemy unit within Engagement Range of one or more TYRANIDS units from your army is chosen to Fall Back, after it completes that Fall Back move, each of those TYRANIDS units that has no other enemy units within Engagement Range of it may make a Normal move of up to 3".
Enhancements
Monoform Predators (0 pts): TYRANIDS models in this Detachment cannot be given Enhancements.
Stratagems
LITHE KILLERS
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One TYRANIDS unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, models in your unit have a 5+ invulnerable save.
ADRENALISED SLAUGHTER
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One TYRANIDS unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, whenever a model in your unit is destroyed and has not fought this phase, roll one D6. On a 5+, leave it in play; it fights after the attacking unit finishes its attacks and is then removed.
TALON-TIP SWARM
WHEN: Fight phase, right after a TYRANIDS unit from your army destroys an enemy unit. TARGET: That TYRANIDS unit. EFFECT: If your unit is not within Engagement Range of any enemy units, it may make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of it, that objective marker is Secured by your army.
PREDATORY POUNCE
WHEN: Your opponent's Movement phase, right after an enemy unit opens a Hatchway. TARGET: One TYRANIDS unit from your army within 3" of that Hatchway and not within Engagement Range of any enemy units. EFFECT: Your unit may make a Pounce move: move it up to 3", ending as close as possible to that Hatchway. Those models may be moved within Engagement Range of that enemy unit, but only that enemy unit.
Crusher Stampede
Detachment rules
Enraged Behemoths: Whenever a Tyranids Monster model from your army attacks, add 1 to the Hit roll if its unit is below its Starting Strength, and add 1 to the Wound roll too if its unit is Below Half-strength. Also, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control of its models.
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 and has not fought this phase, roll one D6: on a 3+, leave it in play; it fights after the attacking model's unit finishes its attacks and is then removed.
Null Nodules (10 pts): Tyranids Monster model only. Once per battle, when a Psychic Attack is allocated to the bearer, it may use this ability to gain Feel No Pain 5+ against Psychic Attacks until the end of the phase.
Monstrous Nemesis (25 pts): Tyranids Monster model only. Whenever the bearer makes a melee attack against a MONSTER or VEHICLE unit, add 1 to the Wound roll.
Stratagems
RAMPAGING MONSTROSITIES
WHEN: Fight phase. TARGET: One Tyranids Monster unit from your army not yet picked to fight this phase. EFFECT: For the rest of the phase, whenever a model in your unit attacks, you may re-roll the Hit roll.
SAVAGE ROAR
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One Tyranids Monster unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: That enemy unit must take a Battle-shock test, and for the rest of the phase, whenever a model in that enemy unit attacks your unit, subtract 1 from the Hit roll. If the Battle-shock test was failed, subtract 1 from the Wound roll too.
SWARM-GUIDED SALVOES
WHEN: Your Shooting phase. TARGET: One Tyranids Monster unit from your army not yet picked to shoot this phase. EFFECT: For the rest of the phase, ranged weapons carried by models in your unit gain the [IGNORES COVER] ability, and whenever a model in your unit attacks, you may ignore any or all modifiers to that model's Ballistic Skill and any or all modifiers to the Hit roll.
MASSIVE IMPACT
WHEN: Your Charge phase, right after a Tyranids Monster model from your army finishes a Charge move. TARGET: That TYRANIDS MONSTER model. EFFECT: Choose one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNTRAMMELLED FEROCITY
WHEN: Your Movement phase. TARGET: One Tyranids Monster unit from your army not yet picked to move this phase. EFFECT: For the rest of the phase, whenever a model in your unit makes a Normal, Advance or Fall Back move, it may move through models (excluding TITANIC models) and sections of terrain 4" or less in height. When doing so, it may move within Engagement Range of enemy models but cannot end its move there. It may also move through terrain sections more than 4" in height, but if it does, after the unit moves, roll one D6: on a 1, your unit is Battle-shocked.
CORROSIVE VISCERA
WHEN: Your opponent's Shooting phase or the Fight phase, right after a Tyranids Monster model from your army with the Deadly Demise ability that cannot FLY is destroyed. TARGET: That TYRANIDS MONSTER model (you may use this even though it was just destroyed). EFFECT: Do not roll the D6 for your model's Deadly Demise ability; its mortal wounds are inflicted automatically.
Infestation Swarm
Detachment rules
Half-Glimpsed Shadows: Whenever a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.
Enhancements
Stalking Menace (0 pts): Once per battle, at the end of your opponent's Fight phase, if the bearer is not within Engagement Range of any enemy units, it may use this Enhancement to be removed from the battlefield and placed into Strategic Reserves. It returns in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability; if this is not possible, the bearer is destroyed. When set back up, the bearer cannot declare a charge for the rest of that turn.
Psi-spoor Sensitivity (0 pts): Whenever the bearer declares a charge, it may target enemy units that are not visible to it.
Stratagems
HYPERADRENAL REFLEXES
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One GREAT DEVOURER unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, models in your unit have a 4+ invulnerable save.
HUNTING GROUNDS
WHEN: Your Movement phase, right after a GREAT DEVOURER unit from your army opens a Hatchway. TARGET: That GREAT DEVOURER unit. EFFECT: Your unit may make a Normal move of up to 3", as long as at least one model ends that move on the opposite side of the Hatchway from where the unit opened it.
OUTFLANK
WHEN: End of your opponent's Fight phase. TARGET: One GENESTEALERS or PURESTRAIN GENESTEALERS unit from your army wholly within an Entry Zone. EFFECT: Take your unit off the battlefield and place it into Strategic Reserves. It returns in the Reinforcements step of your next Movement phase. When it does, if it was within one of your Entry Zones when removed, set it up wholly within another of your Entry Zones; if it was within one of your opponent's Entry Zones, set it up wholly within another of your opponent's Entry Zones. If neither is possible, the unit is destroyed.
PERVASIVE DREAD
WHEN: Fight phase, right after the enemy WARLORD is destroyed by a GREAT DEVOURER unit from your army (and not returned to the battlefield). TARGET: That GREAT DEVOURER unit. EFFECT: In your opponent's next Command phase, each enemy unit on the battlefield must take a Battle-shock test with -1 to the result. This cannot make a unit take two Battle-shock tests in the same phase.
Invasion Fleet
Detachment rules
Hyper-adaptations: At the start of the first battle round, choose one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle. Swarming Instincts: whenever a TYRANIDS model with this Hyper-adaptation attacks an INFANTRY or SWARM unit, that attack gains the [SUSTAINED HITS 1] ability. Hyper-aggression: whenever a TYRANIDS model with this Hyper-adaptation attacks a MONSTER or VEHICLE unit, that attack gains the [LETHAL HITS] ability. Hive Predators: whenever a TYRANIDS model with this Hyper-adaptation attacks a CHARACTER unit, on a Critical Hit that attack gains the [PRECISION] ability.
Enhancements
Alien Cunning (30 pts): TYRANIDS model only. Once both armies are deployed, choose up to three TYRANIDS units from your army and redeploy them. You may place those units into Strategic Reserves, no matter how many units are already there.
Perfectly Adapted (15 pts): TYRANIDS model only. Once per turn, you may re-roll one Hit roll, Wound roll, Damage roll, Advance roll, Charge roll or 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 Feel No Pain 5+. At the start of any turn, if the bearer has fewer than its starting wounds remaining, it has Feel No Pain 4+ instead for the rest of the battle.
Stratagems
RAPID REGENERATION
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One TYRANIDS unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, models in your unit gain Feel No Pain 6+. If your unit is within Synapse Range of your army, they gain Feel No Pain 5+ instead.
ADRENAL SURGE
WHEN: Fight phase. TARGET: Up to two TYRANIDS units from your army within Synapse Range of your army and eligible to fight, or one other TYRANIDS unit from your army eligible to fight. EFFECT: For the rest of the phase, whenever a model in any selected unit attacks, an unmodified Hit roll of 5+ scores a Critical Hit.
DEATH FRENZY
WHEN: Fight phase, right after an enemy unit has chosen its targets. TARGET: One TYRANIDS unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, whenever a model in your unit is destroyed and has not fought this phase, roll one D6: on a 4+, leave it in play; it fights after the attacking model's unit finishes its attacks and is then removed.
OVERRUN
WHEN: Fight phase, right before a TYRANIDS unit from your army Consolidates. TARGET: That TYRANIDS unit. EFFECT: For the rest of the phase, whenever your unit Consolidates, its models may move an extra 3" provided the unit can end 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 Consolidating it may make a Normal move of up to 6".
PREDATORY IMPERATIVE
WHEN: Your Command phase. TARGET: Up to two TYRANIDS units from your army within Synapse Range of your army, or one other TYRANIDS unit from your army. EFFECT: Choose one Hyper-adaptation. Until the start of your next Command phase, it is active for those units in addition to any others active for your army. RESTRICTIONS: You cannot choose the same Hyper-adaptation you chose at the start of the first battle round.
ENDLESS SWARM
WHEN: Your Command phase. TARGET: Up to two Endless Multitude units from your army within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army. EFFECT: Return up to D3+3 destroyed models to each chosen unit.
Subterranean Assault
Detachment rules
Surprise Assault: Whenever a Tyranids model from your army attacks, re-roll a Hit roll of 1. Whenever a Burrower unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally from all enemy units. In the Reinforcements step of your Movement phase, when setting up a unit from Reserves, you may place it wholly within 9" of one of your Tunnel Markers and more than 6" horizontally from any enemy units. If an enemy model (excluding AIRCRAFT) ends any move within 3" of one of your Tunnel Markers, that marker is removed. Mawloc and Trygon units from your army have the BURROWER keyword. In the Muster Armies step you may select up to 2 TRYGON models from your army to gain the CHARACTER keyword (so they can take Enhancements and one can be your WARLORD).
Enhancements
Synaptic Strategy (15 pts): Tyranids model only. Once per battle, you may target the bearer's unit with the Rapid Ingress Stratagem for 0CP, even if you have already targeted a different unit with that Stratagem this phase.
Tremor Senses (20 pts): Tyranids model only. Once both armies are deployed, choose up to three friendly TYRANIDS units from your army and redeploy them. You may place them into Strategic Reserves, no matter how many units are already there.
Vanguard Intellect (15 pts): Tyranids model with the Deep Strike ability only. The bearer's unit may be set up using Deep Strike 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 of melee weapons carried by the bearer by 1.
Stratagems
RETREAT BELOW
WHEN: End of your opponent's Fight phase. TARGET: One Tyranids unit or up to two Burrower units from your army not within Engagement Range of any enemy units. EFFECT: Take your unit off the battlefield and place it into Strategic Reserves.
TUNNEL NETWORK
WHEN: End of your Movement phase. TARGET: One Tyranids unit from your army wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of any enemy units. EFFECT: Remove your unit and set it back up wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally 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: For the rest of the phase, friendly Tyranids units within 6" of your unit may re-roll Charge rolls.
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 carried by models in your unit gain the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
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 instead return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit with full wounds.
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 gains the Synapse keyword.
Synaptic Nexus
Detachment rules
Synaptic Imperatives: At the start of the battle round, you may choose one of the following Synaptic Imperatives, active for your army until the end of the battle round; a TYRANIDS unit from your army benefits while it is within Synapse Range of your army. Each can only be chosen once per battle. Synaptic Augmentation: while within Synapse Range of your army, models in this unit have a 5+ invulnerable save. Surging Vitality: while within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit. Goaded to Slaughter: while within Synapse Range of your army, whenever 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 of psychic weapons carried by the bearer by 1.
Psychostatic Disruption (30 pts): Tyranids Synapse model only. Enemy units arriving from Reserves cannot be set up within 12" of the bearer. Also, once per battle, during the first or second battle round, when your opponent declares a unit will arrive from Strategic Reserves, the bearer can use this Enhancement: roll one D6; on a 4+, that enemy unit cannot arrive this turn.
Synaptic Control (20 pts): Tyranids Synapse model only. Whenever an attack is allocated to the bearer, subtract 1 from that attack's Damage.
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
SYNAPTIC CHANNELLING
WHEN: Command phase. TARGET: One Synapse unit from your army. EFFECT: For the rest of the turn, while a friendly TYRANIDS unit is within 9" of the chosen unit, that unit is within Synapse Range of your army.
REINFORCED HIVE NODE
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Synapse unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: Until the attacking unit finishes its attacks, whenever an attack targets your unit, worsen that attack's Armour Penetration by 1.
IRRESISTIBLE WILL
WHEN: Your Shooting phase or the Fight phase. TARGET: One Synapse unit from your army not yet picked to shoot or fight this phase, plus one enemy unit within 24" of and visible to the SYNAPSE unit. EFFECT: For the rest of the phase, whenever a friendly TYRANIDS model attacks that enemy unit, if the attacking model's unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and a Wound roll of 1.
THE SMOTHERING SHADOW
WHEN: Any phase, right 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.
OVERRIDE INSTINCTS
WHEN: Your Movement phase. TARGET: One TYRANIDS unit from your army within Synapse Range of your army that made a Fall Back move this phase. EFFECT: Your unit may shoot and declare a charge this turn.
IMPERATIVE DOMINANCE
WHEN: Your Command phase. TARGET: One TYRANIDS unit from your army within Synapse Range of your army. EFFECT: Choose one Synaptic Imperative, even if you have already chosen it this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other active for your army.
Tyranid Attack
Detachment rules
Xeno-Terror: When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. Each enemy unit that fails one of those tests cannot Fire Overwatch this turn.
Enhancements
Synaptic Goad (0 pts): In your Command phase, choose one friendly TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit within 6" of the bearer. For the rest of the turn, that unit's models gain +2" to their Move characteristic.
Reinforced Carapace (0 pts): Whenever an attack is allocated to the bearer, reduce that attack's Damage characteristic by 1 (if the bearer is a TYRANID PRIME model, this applies to that model alone, not to the rest of its unit).
Stratagems
BIO-ACID SURGE
WHEN: Fight phase. TARGET: One TYRANIDS unit from your army within Synapse Range of your army and not yet picked to fight this phase. EFFECT: For the rest of the phase, melee weapons carried by models in your unit gain the [SUSTAINED HITS 1] ability.
EXPENDABLE BIOMASS
WHEN: Your Shooting phase. TARGET: One TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army not yet picked to shoot this phase. EFFECT: Choose one enemy unit visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SWARMS units. For the rest of the phase, your unit may make ranged attacks against that enemy unit as if it were not within Engagement Range of those friendly units. When doing so, subtract 1 from each ranged attack's Hit roll, and after your unit finishes its attacks, each of those friendly units that began the phase within Engagement Range of that enemy unit suffers D3 mortal wounds.
HIVE SIGHT
WHEN: Your Charge phase. TARGET: One TYRANIDS SYNAPSE unit from your army plus one friendly TYRANIDS unit that has not declared a charge this phase. EFFECT: Choose one enemy unit visible to your SYNAPSE unit. For the rest of the phase, whenever your other unit declares a charge it may include that enemy unit as a target even if it is not visible to it, and when it does, add 1 to the Charge roll.
PHAGIC SPORES
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army picked as a target of one or more of that attacking unit's attacks. EFFECT: For the rest of the phase, whenever a model in your unit is destroyed by an attack, do not remove it yet; after the attacking unit finishes its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, it suffers 2 mortal wounds. The destroyed model is then removed.
Unending Swarm
Detachment rules
Insurmountable Odds: Whenever an enemy unit finishes shooting, if that shooting destroyed one or more models from one or more of your Endless Multitude units, each affected unit may make a Surge move. Roll one D6 per unit; the unit may move up to that many inches but must finish as near as it can to the closest enemy unit (excluding AIRCRAFT), and may move within Engagement Range of enemy units while doing so. A Battle-shocked unit cannot make a Surge move.
Enhancements
Relentless Hunger (20 pts): TYRANIDS model only. The bearer's unit's models gain +2" to their Move characteristic.
Naturalised Camouflage (30 pts): TYRANIDS model only. At the start of the first battle round, pick up to three friendly Endless Multitude units within 9" of the bearer. For the rest of that battle round, each ranged attack targeting one of those units lets its models benefit from Cover.
Piercing Talons (25 pts): TYRANIDS model only. Whenever a model in the bearer's unit makes an attack, a Critical Wound improves that attack's Armour Penetration characteristic by 1.
Adrenalised Onslaught (15 pts): TYRANIDS model only. Whenever the bearer's unit Piles In or Consolidates, its models may move an extra 3".
Stratagems
BOUNDING ADVANCE
WHEN: Your Movement phase. TARGET: One Endless Multitude unit from your army. EFFECT: For the rest of the phase, whenever your unit Advances, skip the Advance roll and instead give that unit's models +6" to their Move characteristic until the phase ends.
TEEMING MASSES
WHEN: Your opponent's Shooting phase or the Fight phase, right after an enemy unit has chosen its targets. TARGET: One Endless Multitude unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: For the rest of the phase, subtract 1 from the Hit roll for each attack that targets your unit.
SWARMING MASSES
WHEN: Your Shooting phase or the Fight phase. TARGET: One Endless Multitude unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, weapons carried by your unit's models gain [SUSTAINED HITS 1], and if your unit has 15 or more models, an unmodified Hit roll of 5+ counts as a Critical Hit for that unit's attacks.
PRESERVATION IMPERATIVE
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Endless Multitude unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, your unit counts as having fewer than five models for the [BLAST] ability.
UNENDING WAVES
WHEN: Any phase. TARGET: One Endless Multitude unit from your army that was just destroyed (usable even though it was just destroyed). EFFECT: Place into Strategic Reserves a new unit identical to the destroyed one, at its Starting Strength. RESTRICTIONS: Any destroyed Character units that had been attached are not brought back. Once per battle only.
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: For that Surge move you may re-roll the D6 for the distance, and the unit may finish as near as it can to the nearest objective marker rather than the nearest enemy unit. Every other Surge move rule still applies.
Vanguard Onslaught
Detachment rules
Questing Tendrils: TYRANIDS units with this ability may charge in a turn in which they Fell Back. Vanguard Invader units with this ability may charge in a turn in which they Advanced.
Enhancements
Hunting Grounds (20 pts): TYRANIDS model only. While the bearer is on the battlefield, whenever your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
Chameleonic (15 pts): Vanguard Invader model only. The bearer gains Stealth, and every ranged attack targeting the bearer's unit lets its models benefit from Cover.
Stalker (10 pts): Vanguard Invader model only. At the start of the battle, pick one enemy unit. Whenever the bearer attacks that enemy unit, add 1 to the Hit roll and 1 to the Wound roll.
Neuronode (20 pts): TYRANIDS model only. After both players finish deploying, you may pick up to three Vanguard Invader units from your army and redeploy them all. Any of those units may be placed into Strategic Reserves, ignoring the usual limit on how many units may already be there.
Stratagems
ASSASSIN BEASTS
WHEN: Fight phase. TARGET: One Vanguard Invader Infantry unit from your army not yet chosen to fight this phase. EFFECT: Until the phase ends, melee weapons carried by your unit's models gain [PRECISION].
SURPRISE ASSAULT
WHEN: Your Shooting phase or the Fight phase, right after a Vanguard Invader unit from your army has chosen its targets. TARGET: That VANGUARD INVADER unit. EFFECT: Pick one enemy unit chosen as a target of one or more of your unit's attacks. That enemy unit must take a Battle-shock test. Until the phase ends, add 1 to the Hit roll for your unit's attacks against that enemy unit; if the Battle-shock test was failed, also add 1 to the Wound roll.
UNSEEN LURKERS
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Vanguard Invader unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: Until the phase ends, your unit can only be targeted by a ranged attack if the attacking model is within 18" (or within 6" if your unit has the Lone Operative ability). Your opponent may pick new targets for the attacking unit.
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: Take the targeted units off the battlefield and put them into Strategic Reserves. RESTRICTIONS: The targeted units must be more than 3" from every enemy unit.
SEEDED BROODS
WHEN: Your Movement phase. TARGET: One TYRANIDS unit from your army in Reserves, or up to two Vanguard Invader units from your army in Reserves. EFFECT: Until the phase ends, when setting up those units, treat the current battle round number as one higher than it really is.
HYPERSENSORY SCILLIA
WHEN: Your opponent's Movement phase, right after an enemy unit ends a Normal, Advance or Fall Back move. TARGET: Up to two Vanguard Invader units from your army within 9" of that enemy unit, or one other Tyranids Infantry unit from your army within 9" of it. EFFECT: Each chosen unit may make a Normal move of up to 6". RESTRICTIONS: You cannot target units that are within Engagement Range of any enemy unit.
Warrior Bioform Onslaught
Detachment rules
Leader-beasts: Tyranid Warriors (see below), Tyranid Prime with Lash Whip and Winged Tyranid Prime units from your army have a 5+ invulnerable save. KEYWORDS: Tyranid Warriors with Ranged Bio-weapons and Tyranid Warriors with Melee Bio-weapons units from your army gain the TYRANID WARRIORS and BATTLELINE keywords, and while such a unit is not Battle-shocked, its TYRANID WARRIORS models have an Objective Control characteristic of 3.
Enhancements
Synaptic Tyrant (10 pts): Neurotyrant model only. During the Declare Battle Formations step, the bearer may be attached to a Tyranid Warriors unit.
Ocular Adaptation (20 pts): Winged Tyranid Prime or Tyranid Prime with Lash Whip model only. Whenever a model in the bearer's unit attacks, add 1 to the Hit roll.
Sensory Assimilation (20 pts): Winged Tyranid Prime or Tyranid Prime with Lash Whip model only. Whenever an attack targets the bearer's unit, subtract 1 from the Hit roll.
Elevated Might (30 pts): TYRANIDS model only. The bearer's unit may declare a charge in a turn in which it Advanced.
Stratagems
SYNAPTIC SHIELD
WHEN: Your opponent's Shooting phase, right after an enemy unit has chosen its targets. TARGET: One Tyranid Warriors unit from your army chosen as a target of one or more of that unit's attacks. EFFECT: If it is a TYRANID WARRIORS unit, you may also pick one Endless Multitude unit from your army within 6" of it that is not Battle-shocked. Until the phase ends, for each ranged attack targeting one of those units, if the attack's Strength is greater than the unit's Toughness, subtract 1 from the Wound roll.
PARASITIC PAYLOAD
WHEN: Your Shooting phase. TARGET: One Tyranid Warriors with Ranged Bio-weapons unit from your army not yet chosen to shoot this phase. EFFECT: Until the phase ends, ranged weapons carried by your unit's models gain [IGNORES COVER]. After your unit finishes shooting, pick one enemy unit hit by one or more of those attacks; for the rest of the turn, that unit's models cannot benefit from Cover.
RESTORATIVE IMPULSE
WHEN: Your Command phase. TARGET: One Tyranid Warriors unit from your army below its Starting Strength. EFFECT: Return 1 destroyed model (not a CHARACTER) to your unit.
SYNAPTIC MICRONODES
WHEN: Your Movement phase. TARGET: One Tyranid Warriors unit from your army. EFFECT: Pick one objective marker you control that your unit is within range of. That marker stays under your control until, at the end of a phase, your opponent's Level of Control over it exceeds yours.
SYNAPTIC AMPLIFICATION
WHEN: Your Shooting phase or the Fight phase. TARGET: One TYRANIDS unit from your army not yet chosen to shoot or fight this phase. EFFECT: If it is a Tyranid Warriors unit, you may also pick one Endless Multitude unit from your army within 6" of it that is not Battle-shocked. Until the phase ends, models in those units re-roll a Wound roll of 1, and a TYRANID WARRIORS unit also re-rolls a Hit roll of 1.
SPONTANEOUS HYPERCORROSION
WHEN: Your Shooting phase or the Fight phase. TARGET: One TYRANIDS unit from your army not yet chosen to shoot or fight this phase. EFFECT: Until the phase ends, ranged weapons carried by your unit's models gain +2 Strength, and melee weapons carried by Tyranid Warriors and Winged Tyranid Prime models in your unit gain +1 Strength.