Tyranids
Invasion Fleet
Detachment Rules
Hyper-adaptations
Enhancements
Alien Cunning
30 ptsThis leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority strategic assets and adapt the disposition of its warriors to seize them before the foe even recognise their value.
- TYRANIDS* model only. After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Perfectly Adapted
15 ptsThis creature was created for one purpose: to completely eradicate the defenders of the target prey world.
- TYRANIDS* model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
Synaptic Linchpin
20 ptsWith a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as a blazing synaptic beacon to the lesser creatures of the swarm, the better to direct their actions and react to the ever-changing state of battle.
- TYRANIDS* model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.
Adaptive Biology
25 ptsThe same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.
- TYRANIDS* model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
Stratagems
eitherPlayer
Rapid Regeneration
1 CPPrey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
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.
Adrenal Surge
2 CPThese warrior organisms destroy all as their adrenaline surges.
Fight phase.
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.
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 CPTyranids care nothing for self-preservation, lashing out even in death.
Fight phase, just after an enemy unit has selected its targets.
One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
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 CPTyranids in battle form an unstoppable avalanche of flesh and chitin that buries the foe alive.
Fight phase, just before a TYRANIDS unit from your army Consolidates.
That TYRANIDS unit.
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".
Your Turn
Predatory Imperative
1 CPGuided by the instincts of leader-beasts, the swarm can be tasked with focusing its hunting instincts.
Your Command phase.
Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.
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.
You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
Endless Swarm
1 CPAs the battle rages, more organisms pour in to bolster the swarms.
Your Command phase.
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.
You can return up to D3+3 destroyed models to each of those selected units.