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Tyranids

Subterranean Assault

3 CP

Detachment Rules

Surprise Assault

Enhancements

Synaptic Strategy

15 pts

Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constant influx of sensory data, enabling it to traverse the battlefield and emerge at the place and time of maximum impact.

  • 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

From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movement from the enemy force, impelling its fellow organisms to reposition themselves in preparation for a coordinated assault.

  • 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

This bioform uses its own keen senses and predatory intellect to burrow into position and strike before the enemy can react.

  • 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

Only rarely manifested by the hive fleets, the Trygon Prime possesses a greatly enhanced synaptic network within its neural cortex, enabling it to more precisely coordinate the assaults of burrowing Tyranid creatures.

  • 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

eitherPlayer

Adaptive Optimisation

1 CP
Command

On occasions where subterranean assaults are deemed tactically useful, the hive mind may spontaneously alter its burrowing organisms, enabling them to act as beacons for its will.

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.

Your Turn

Replenishing Swarms

1 CP
Movement

Scrambling through the tunnels come endless multitudes of warrior-beasts and harvester bioforms, spilling out of the depths to reinforce the teeming masses.

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
Movement

Emerging from the depths, Tyranid bioforms level their weapon morphs and spit hissing volleys of living ammunition into the exposed backs of outflanked prey.

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
Movement

Taking advantage of freshly burrowed tunnels, Tyranid bioforms move swiftly across the landscape, emerging in unexpected locations.

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
Charge

A hive fleet’s vanguard organisms favour mobility and aggression, keeping the foe on the back foot with repeated coordinated assaults.

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.

Opponent's Turn

Retreat Below

1 CP
Fight

The network of tunnels beneath the battlefield enables Tyranid organisms to retreat from the foe and prepare further ambushes.

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.