Tyranids, <Hive Fleet>
Infantry, Biovores
5"
4+
4+
4
4
4
2
5
4+
8"
2+
-
5
5
6
6
10
4+/5++
1
1
Smite + 1 Hive Mind
-
You can add 1 to hit rolls in the Fight phase for <HIVE FLEET> Genestealer units within 6" of and friendly <HIVE FLEET> Broodlords.
Tyranids, <Hive Fleet>
Character, Infantry, Genestealer, Psyker, Synapse, Broodlord
Tyranids, <Hive Fleet>
Monster, Carnifexes
7"
4+
4+
6
7
8
4
6
3+
6"
*
*
7
8
12
*
6
3+
7-12+
4+
4+
3
4-6
4+
5+
D3
1-3
5+
5+
1
If this model did not move in its Movement phase, you can add 1 to its hit rolls in the following Shooting phase. If you do so, it cannot charge in the same turn.
Tyranids, <Hive Fleet>
Monster, Exocrine
Tyranids, <Hive Fleet>
Infantry, Fly, Gargoyles
During deployment you can set this unit up clinging to an ariborne Harridan instead of placing them on the battlefield. At the end of any of your Movemnt phases this unit can swoop down from above - set them up anywhere that is more that 9" away from any enemy models.
12"
4+
4+
3
3
1
1
5
6+
Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
Tyranids, <Hive Fleet>
Infantry, Genestealers
If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, the unit is destroyed.
8"
3+
4+
4
4
1
3
9
5+/5++
*
*
*
6
6
12
3
9
4+
7-12+
30"
4+
4+
4-6
20"
4+
5+
1-3
10"
5+
5+
When a Harpy successfully charges, until the end of the turn enemy units within 1" cannot be chosen to Fight until all other eligible units have done so.
A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to maximum of 3 dice. Each time you roll a 4+ a Spore Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine misses its target, set up a single <HIVE FLEET> Spore Mine anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine (pg 99) that is part of your army, but it cannot move or charge during the turn it was set up.
Tyranids, <Hive Fleet>
Monster, Fly, Harpy
7"
*
*
*
8
13
4
6
3+
7-13+
4+
4+
7
1-3
5+
5+
5
4-6
4+
5+
6
Each time a Haruspex slays an enemy model with its ravenous maw, it can immediately make one extra attack with its shovelling claws. In addition, at the end of the Fight phase in which a Haruspex slew any enemy models with it s ravenous maw, it regains 1 wound lost earlier in the battle.
If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
Tyranids, <Hive Fleet>
Monster, Haruspex
*
*
*
6
6
12
3
9
4+
7-12+
30"
4+
4+
4-6
20"
4+
5+
1-3
10"
5+
5+
Tyranids, <Hive Fleet>
Monster, Fly, Hive Crone
Tyranids, <Hive Fleet>
Infantry, Hive Guard
5"
4+
3+
4
5
3
2
7
4+
5"
4+
3+
4
5
3
2
7
4+
*
*
*
6
7
12
4
10
3+/4++
7-12+
9"
2+
3+
1-3
5"
4+
4+
4-6
7"
3+
3+
2
1
Smite + 2 Hive Mind
-
Tyranids, <Hive Fleet>
Character, Monster, Psyker, Synapse, Hive Tyrant
7-12+
16"
2+
3+
4-6
12"
3+
3+
1-3
8"
4+
4+
Tyranids, <Hive Fleet>
Character, Monster, Psyker, Synapse, Fly, Hive Tyrant
During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it on the battlefield. At the end of any of your Movement phases it can swoop down - set it up anywhere that is more than 9" away from any enemy models.
Whenever this unit piles in and consolidates, it can move up to 6".
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.
Tyranids, <Hive Fleet>
Infantry, Hormagaunts
8"
4+
4+
3
3
1
2
5
6+
9"
2+
4+
6
4
4
3
9
5+
Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover.
Tyranids, <Hive Fleet>
Infantry, Lictor
7"
*
4+
*
7
12
3
9
3+/4++
7-12+
4+
7
6 Units
1-3
6+
5
D3 Units
4-6
5+
6
3 Units
2
2
Smite + 1 Hive Mind
Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.
Instead of manifesting any psychic powers in your Psychic phase, a Maleceptor can unleash brain-bursting psychic tendrils. If it does so, roll a dice for each enemy unit within 6", to a maximum number of units shown in the damage table. On a 2+ the Maleceptor deals 1 mortal wound to that unit, but on a 6 it deals 3 mortal wounds to that unit instead.
Tyranids, <Hive Fleet>
Infantry, Psyker, Synapse, Maleceptor
*
*
-
*
6
12
7
7
3+
7-12+
9"
4+
6
4-6
7"
5+
5
1-3
5"
6+
4
During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1" away from any enemy models and more than 6" away from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2" of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds, and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.
At the beginning of any of your Movement phases, any Mawloc that is not within 1" of an enemy unit can burrow. remove it from the battlefield - it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc in underground, it is considered to be slain.
Tyranids, <Hive Fleet>
Monster, Mawloc
When a Pyrovore is slain, roll a dice. On a 4+ it bursts in a shower of acid - the nearest enemy unit within 3" (if any) suffers a mortal wound.
Tyranids, <Hive Fleet>
Infantry, Pyrovores
5"
4+
4+
5
4
4
2
5
4+
Tyranids, <Hive Fleet>
Infantry, Raveners
12"
3+
4+
4
4
3
4
5
5+
During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.
Tyranids, <Hive Fleet>
Swarm, Rippers
6"
5+
5+
3
3
3
4
4
6+
Tyranids, <Hive Fleet>
Swarm, Fly, Sky-slashers
12"
5+
5+
3
3
3
4
4
6+
-
5+
5+
*
6
12
*
7
4+
4-6
4
D3
7-12+
5
D6
1-3
3
1
A Sporocyst cannot move for any reason.
A Sporocyst can shoot with its weapons even if there are enemies within 1" of it.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
Whilst a Sporocyst is within 12" of a friendly <HIVE FLEET> SYNAPSE unit, the Sporocyst has the SYNAPSE keyword and the Synapse ability (pg 82).
Tyranids, <Hive Fleet>
Monster, Sporocyst
At the end of your Movement phase, a Sporocyst can spawn spore mines. If it does so, add a new unit of 3 <HIVE FLEET> Spore Mines or 1 <HIVE FLEET> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the Sporocyst and more than 1" from the enemy (any models that cannot be placed are destroyed).
9"
Heavy 1
-
-
-
See Spore Node
Each time a spore node hits its target, roll a D6 to find out how much damage is inflicted on the unit; on a 1 the mine fails to inflict an harm, on a 2-5 they inflict D3 mortal wounds, and on a 6 they inflict D6 mortal wounds. Each time a spore node attack misses its target, add a new unit of 3 <Hive Fleet> Spore Mines or 1 <Hive Fleet> Mucolid Spore to your army and set it up on the battlefield so that it is wholly within 6" of the target unit and more than 3" from any enemy model (any models that cannot be placed are destroyed). These then follow the rule for Mucolid Spores or Spore Mines (pg 99) that are part of your army, but they cannot move or charge during the turn they were set up. This weapon cannot be used to fire Overwatch.
Tyranids, <Hive Fleet>
Infantry, Termagants
*
*
*
7
8
14
3
9
3+
8-14+
8"
4+
4+
4-7
6"
5+
5+
1-3
4"
5+
6+
1
1
Smite + 1 Hive Mind
-
You can re-roll hit rolls of 1 in the Shooting phase for friendly <HIVE FLEET> Termagant units within 6" of this model.
If a Tervigon is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. Each friendly <HIVE FLEET> Termagant unit within 6" of the Tervigon immediately suffers a number of mortal wounds equal to the result.
At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6" of the Tervigon and more than 1" from the enemy. All of these models are armed with fleshborers. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6" of the Tervigon. Models placed in this way must be within 6" of the Tervigon and more than 1" from the enemy. You can only replace models armed with fleshborers. If you cannot place some of the models the excess is discarded.
Tyranids, <Hive Fleet>
Character, Monster, Psyker, Synapse, Tervigon
8"
*
4+
*
7
12
*
7
3+
7-12+
3+
7
6
4-6
4+
6
5
1-3
5+
5
4
At the end of the Fight phase, roll a D6 for each enemy model within 1" of any Toxicrenes. On a 6, that model's unit suffers a mortal wound.
If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers 3 mortal wounds.
Tyranids, <Hive Fleet>
Monster, Toxicrene
*
*
*
7
6
12
6
7
3+
7-12+
9"
3+
4+
4-6
7"
4+
5+
1-3
5"
5+
6+
Tyranids, <Hive Fleet>
Monster, Trygon
*
*
*
7
6
12
6
9
3+
7-12+
9"
3+
4+
4-6
7"
4+
5+
1-3
5"
5+
6+
Tyranids, <Hive Fleet>
Monster, Character, Synapse, Trygon Prime
Tyranids, <Hive Fleet>
Infantry, Fly, Tyranid Shrikes
12"
3+
4+
4
4
3
3
9
4+
12"
3+
4+
4
4
3
3
9
4+
Tyranids, <Hive Fleet>
Infantry, Synapse, Tyranid Warriors
6"
3+
4+
4
4
3
3
9
4+
6"
3+
4+
4
4
3
3
9
4+
*
5+
5+
*
6
12
*
7
4+
7-12+
6"
5
D6
1-3
2"
3
1
4-6
4"
4
D3
During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases - set it up anywhere on the battlefield that is more than 9" away from any enemy models. Any models that are inside the Tyrannocyte must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be more than 9" away from any enemy models. Any models that cannot be set up in this way are destroyed.
When you set up a Tyrannocyte in its hive ship, you can also set up a <HIVE FLEET> INFANTRY unit of up to 20 models or a <HIVE FLEET> MONSTER with a Wounds characteristic of 14 or less inside it (this cannot be another Tyrannocyte or a Sporocyst).
Tyranids, <Hive Fleet>
Monster, Fly, Tyrannocyte
6"
4+
*
*
8
14
*
7
3+
8-14+
4+
7
4
1-3
5+
5
2
4-7
5+
6
3
This model does not suffer the penalty to its hit rolls for moving and firing Heavy weapons.
Tyranids, <Hive Fleet>
Monster, Tyrannofex
If a friendly <HIVE FLEET> HIVE TYRANT is killed within 6" of this unit, from the end of that turn each Tyrant Guard's Attacks characteristic is increased by 1 for the rest of the battle.
Roll a dice each time a friendly <HIVE FLEET> HIVE TYRANT loses a wound whilst they are within 3" of this unit; on a 2+ a model from this unit can intercept that hit - the Hive Tyrant does not lose a wound but this unit suffers a mortal wound.
Tyranids, <Hive Fleet>
Infantry, Tyrant Guard
7"
3+
4+
5
5
3
3
6
3+
7"
3+
4+
5
5
3
3
6
3+
7"
3+
4+
5
5
3
3
6
3+
Your opponent must subtract 1 from hit rolls made for ranged weapons that target <HIVE FLEET> units (excluding MONSTERS) whilst they are within 6" of any <HIVE FLEET> Venomthropes. In addition, your opponent must subtract 1 from hit rolls made for ranged weapons that target <HIVE FLEET> MONSTERS whilst they are within 6" of any <HIVE FLEET> Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9" whilst this unit contains 6 models.
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any Venomthropes. On a 5+, that unit suffers a mortal wound.
Tyranids, <Hive Fleet>
Infantry, Fly, Venomthropes
5"
4+
4+
4
4
3
2
5
5+
1
1
Smite + 1 Hive Mind
A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6" will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.
When this unit manifests the Smite psychic power, it affects the closest enemy unit within 24", instead of within 18". In addition, it inflicts an additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, or an additonal 3 mortal wounds if it contains 6 Zoanthropes.
Tyranids, <Hive Fleet>
Infantry, Fly, Psyker, Synapse, Zoanthropes
5"
4+
3+
4
4
3
1
9
5+/3++
9"
2+
4+
6
4
6
4
10
5+
Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover.
At the start of the first battle round but before the first turn begins, pick a CHARACTER from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper's attacks that target that CHARACTER.
Tyranids, <Hive Fleet>
Character, Infantry, Lictor, Deathleaper
7"
3+
-
7
7
9
5
7
3+
When Old One Eye finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers D3 mortal wounds. In addition, add 1 to all hit rolls for Old One Eye in the Fight phase if it charged in the same turn.
You can add 1 to hit rolls in the Fight phase for friendly <HIVE FLEET> CARNIFEX units that are within 6" of this model.
Each time you make a successful hit roll of 6+ for Old One Eye (except for the thresher scythe attack), you may immediately make 1 additional attack with the same weapon against the same unit. These additional attacks do not confer extra attacks.
At the beginning of each of your turns, this model heals one wound.
Tyranids, <Hive Fleet>
Character, Monster, Carnifex, Old One Eye
12"
3+
4+
5
5
6
4
7
4+
You can add 1 to hit rolls in the Fight phase for friendly <HIVE FLEET> RAVENER units that are within 6" of this model.
If 4 or more of the Red Terror's scything talon attacks hit, instead of causing damage normally the Red Terror can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.
Tyranids, <Hive Fleet>
Character, Infantry, Ravener, The Red Terror
*
2+
3+
*
7
12
*
10
3+/4++
7-12+
9"
8
6
4-6
7"
7
5
1-3
5"
6
4
2
2
Smite + 2 Hive Mind
-
Add 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons.
In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of the Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead of shooting.
Tyranids, <Hive Fleet>
Character, Monster, Hive Tyrant, Psyker, Synapse, The Swarmlord
6"
2+
3+
5
5
6
4
10
3+
Tyranids, <Hive Fleet>
Character, Infantry, Synapse, Tyranid Prime
You can add 1 to hit rolls for all <HIVE FLEET> Tyranid Warrior units that are within 6" of any friendly <HIVE FLEET> Tyranid Primes.
Each time a spore mine launcher hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a spore mine launcher misses its target, set up a single <HIVE FLEET> Spore Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine (pg 99) that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.
*
3+
*
10
8
22
*
10
3+
6-10
8"
5+
4
1-5
4"
6+
3
11-22+
12"
4+
5
A Barbed Hierodule can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Barbed Hierodule Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Barbed Hierodule can shoot even if there are enemy models within 1" of it, as long as all enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Barbed Hierodule can move and fire heavy weapons without suffering the penalty to its hit rolls. Finally, the Barbed Hierodule only gains the benefit of cover if at least half of the model is obscured from the bearer.
Tyranids, <Hive Fleet>
Monster, Titanic, Barbed Hierodule
*
*
3+
6
6
14
*
10
3+
If a Dimachaeron kills one or more enemy INFANTRY models in the Fight phase with its gasping talons and thorax spine-maw, it gains a 5+ invulnerable save for the remainder of the battle.
When this model moves, do not count any vertical distance it moves against the total it may travel.
1-3
6"
5+
3
8-14+
12"
2+
6
4-7
9"
3+
5
Tyranids, <Hive Fleet>
Monster, Dimachaeron
*
*
*
7
7
30
5
10
3+
1-4
10"
5+
6+
5-9
15"
4+
5+
16-30+
30"
3+
3+
10-15
20"
3+
4+
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
At the start of the Shooting phase, you may choose to have the Harridan suffer D3 mortal wounds, but add D6 to the Strength of its bio-cannon for the duration of your current turn.
When moving a Harridan in the Movement phase, pick one enemy unit it passed over. That unit immediately suffers D3 mortal wounds. This ability may not target units composed entirely of CHARACTERS.
A Harridan can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Harridan Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Harridan can shoot even if there are enemy models within 1" of it, as long as all enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Harridan can move and fire heavy weapons without suffering the penalty to its hit rolls. Finally, the Harridan only gains the benefit of cover if at least half of the model is obscured from the bearer.
Up to 20 <HIVE FLEET> GARGOYLES.
Tyranids, <Hive Fleet>
Fly, Monster, Titanic, Transport, Harridan
Your opponent must subtract 1 from hit rolls for ranged weapons that target <HIVE FLEET> units within 3" of any friendly <HIVE FLEET> Malanthropes. This penalty is not cumulative with the same penalty from VENOMTHROPES.
If the last model in an enemy unit is slain within 1" of a Malanthrope n the Fight phase, all models in your army with the same <HIVE FLEET> keyword as the Malanthrope may re-roll hit rolls of 1 against all models with any of the same Faction keywords as the slain enemy.
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any Malanthropes. On a 4+, that unit suffers a mortal wound.
Tyranids, <Hive Fleet>
Monster, Character, Fly, Malanthrope
5"
4+
4+
4
5
9
4
9
5+
5"
4+
4+
4
5
9
4
9
5+
A Meiotic Spore explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Meiotic Spore explodes, roll a D6. On a 1 it fails to inflict an harm, on a 2-5 it inflicts D3 mortal wound on the nearest enemy unit, and on a 6 it inflicts D6 mortal wounds on that unit. The Meiotic Spore is then destroyed.
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" from the enemy deployment zone and any enemy models.
Tyranids, <Hive Fleet>
Fly, Spore Mines, Meiotic Spores
3"
-
-
1
2
2
1
10
7+
*
*
4+
10
8
22
*
10
3+
1-5
4"
5+
3
11-22+
12"
3+
7
6-10
8"
4+
5
A Scythed Hierodule can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Scythed Hierodule Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Scythed Hierodule can shoot even if there are enemy models within 1" of it, as long as all enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Scythed Hierodule can move and fire heavy weapons without suffering the penalty to its hit rolls. Finally, the Scythed Hierodule only gains the benefit of cover if at least half of the model is obscured from the bearer.
Tyranids, <Hive Fleet>
Monster, Titanic, Scythed Hierodule
*
*
3+
10
8
50
*
10
2+
20-34
9"
3+
5
1-4
3"
5+
3
5-19
6"
4+
4
35-50+
12"
3+
6
This model has a 5+ invulnerable.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6" suffers D6 mortal wounds.
When using the Hierophant's dire bio-cannon, you can harness its frenzied metabolism. If it does so the Hierophant Bio-titan suffers D3 mortal wounds, but soubles the Strength of its dire bio-cannon.
A Hierophant Bio-titan can Fall Back in the Movement phase and still shoot and/or charge during its turn. When a Hierophant Bio-titan Falls Back, it can even move over enemy INFANTRY models, though at the end of its move it must be more than 1" away from all enemy units. A Hierophant Bio-titan can shoot even if there are enemy models within 1" of it, as long as all enemy models have the INFANTRY keyword. In this case, it can shoot the enemy unit that is within 1" of it or any other visible enemy unit that is within range and more than 1" away from any friendly models. In addition, the Hierophant Bio-titan can move and fire heavy weapons without suffering the penalty to its hit rolls. Finally, the Hierophant Bio-titan only gains the benefit of cover if at least half of the model is obscured from the bearer.
Tyranids, <Hive Fleet>
Monster, Titanic, Hierophant Bio-titan
Whenever an enemy unit inflicts one or more wounds on this model in the Fight phase, roll a dice at the end of the Fight phase. On a 4+, that unit immediately suffers a mortal wound.
A Hierophant Bio-titan with this ability gains the TRANSPORT keyword, and can transport up to 20 <HIVE FLEET> GENESTEALERS, TERMAGANTS or HORMAGAUNTS, or a unit of up to 6 HIVE GUARD, TYRANT GUARD or TYRANID WARRIORS. It may also transport a single <HIVE FLEET> TYRANID PRIME or BROODLORD.
When a Stone Crusher Carnifex finishes a charge move, roll a dice; on a 4+, one enemy unit of your choice within 1" suffers a mortal wound. If this unit is a a VEHICLE or BUILDING, instead it suffers D3 mortal wounds.
Tyranids, <Hive Fleet>
Monster, Carnifex, Stone Crusher Carnifex Brood
7"
4+
4+
6
7
8
4
6
3+
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table.
You can re-roll failed charge rolls for units with this adaption.
You can re-roll wound rolls of 1 in the Fight phase for units with this adaption.
You can re-roll hit rolls in the Fight phase for units with this adaption that target units containing fewer models than their own.
A unit with this adaption (other than units that can FLY) always has the benefit of cover for the purposes of shooting. If the unit Advances or declares a charge, however, it loses the benefit of this adaptation until the start of your next Movement phase.
When a unit with this adaption Advances, roll three dice and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
You can re-roll hit rolls of 1 for units with this adaption in your Shooting phase if they did not move in the preceding Movement phase.
Roll a D6 each time a unit with this adaption loses a wound whilst it is within 6" of a friendly Synapse unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaption on a unit that is currently affected by the Catalyst psychic power.
TERMAGANT, HORMAGAUNT and GARGOYLE models with this adaptation have a 6+ invulnerable save.
Add 2 to the Attacks characteristic of a model with this adaptation that has a damage table whilst using the bottom row of that model's damage table.
Improve the Armour Penetration characteristic of Scything Talons that models with this adaption are equipped with (e.g. AP 0 becomes AP -1).
When a MONSTER model with this adaptation would lose a wound, if that model's unit did not move during your last Movement phase or it is the first battle round, and there are no enemy units within 1" of the model's unit, roll one D6; on a 6+ it is not lost.
Once per turn, when a Psychic test is taken for a model with this adaptation, you can re-roll the result.
When a pile in move is made for a unit with this adaptation, models in that unit can move up to 6" instead of 3".
Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 3" of any MONSTER units from your army with this adaptation.
When a unit with this adaptation Advances, you can re-roll the Advance roll.
When resolving an attack made with a melee weapon against a model with this adaptation that can FLY, subtract 1 from the hit roll.
A model with this adaptation regains 1 lost wound at the start of your turn.
MONSTER models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.
When resolving an attack made with a melee weapon by a model with this adaptation against a unit that contains fewer models than that model's unit, improve the Armour penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).
If a MONSTER unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
When a model with this adaptation would lose a wound as a result of an Overwatch attack, roll one D6; on a 4+ that wound is not lost.
When a model with this adaptation makes a consolidation move, if there are no enemy models within 3", that model does not have to end the move closer to the nearest enemy model.
A unit with this adaptation can Advance in a turn in which it Fell Back.
When a <HIVE FLEET> unit with this adaptation that is within 6" of a friendly <HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE unit fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll.
When a Screamer-Killer finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Screamer-Killer that charged in the same turn.
You opponent must add 1 to any Morale tests for enemy units within 8" of one or more Screamer-Killers.
7"
4+
4+
6
7
8
4
6
3+
18"
Assault D6
7
-4
1
-
Your opponent must subtract 1 from thier hit rolls for all ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability.
A Carnifex with enhanced senses has a Balistic Skill characteristic of 3+.
You can add 1 to the Attacks characteristic of a Carnifex with tusks if it charged in the preceding Charge phase.
5"
4+
3+
4
4
5
1
9
5+/3++
Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".
Tyranids, <Hive Fleet>
Character, Fly, Infantry, Zoanthrope, Psyker, Synapse, Neurothrope
2
1
Smite + 1 Hive Mind
-
You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.
Genstealers with extended carapaces have a Save characterisic of 4+ but lose the Swift and Deadly ability.
When a Thornback finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. INFANTRY units instead suffer D3 mortal wounds. In addition, add 1 to all hit rolls in the Fight phase for a Thornback that charged in the same turn.
Enemy INFANTRY units never gain any bonus to their saving throws for being in cover against attacks made by a Thornback.
7"
4+
4+
6
7
8
4
6
3+
Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle.
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.
When this unit condolidates, it can move up to 2D6" instead of 3".
Subtract 2 from the Leadership characteristic of models in enemy units whilst the unit os within 1" of this unit.
When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.
This unit can perform Heroic Interventions as if it were a CHARACTER. In addition, this unit can perform a Heroic Intervention if there are enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
This model has a 5+ invulnerable save. In addition, if this model has a damage table, it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
At the end of your Shooting phase, select one enemy unit that had one or more models destroyed this phase as a result of an attack made by this model. That unit suffers D3 mortal wounds.
In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound. No more than 3 lost wounds can be regained as a result of this rule in any one turn.
This model gains the Shadow in the Warp and Synapse abilities (see Codex: Tyranids), and gains the SYNAPSE keyword.
Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1 (e.g. AP 0 becomes AP -1).
Use this Stratagem before the battle. Select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.
36"
Assault D6
7
-1
2
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable save cannot be taken against this weapon.
KRONOS model with stranglethorn cannon only. The Balethorn Cannon replaces the model's stranglethorn cannon.
24"
Assault 6
7
-1
1
You can re-roll failed wound rolls for this weapon.
HYDRA model with two deathspitters with slimer maggots only. The Slimer Maggot Infestation replaces the model's two deathspitters with slimer maggots.
36"
Assault D3
9
-2
3
This weapon hits automatically if the target is within 8", and it always wounds targets (other than VEHICLES) on a 2+.
Model with heavy venom cannon only. The Miasma Cannon replaces the model's heavy venom cannon.
GORGON model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle.
Melee
Melee
+1
-3
3
This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.
BEHEMOTH model with monstrous scything talons only. The Scythes of Tyran replaces the model's monstrous scything talons.
At the beginning of each Fight phase, roll a D3 for this model and apply the following effect for the duration of the phase.
+1 Strength
+1 Attack
+1 Toughness
Model with lash whip and bonesword or lash whip and monstrous bonesword only. Add the following to that weapon's Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.'
KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.
Melee
Melee
User
-2
3
A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. In addition, if an INFANTRY or BIKER model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model's remaining number of wounds, it is slain.
LEVIATHAN model with monstrous boneswords only. The Slayer Sabres replace the model's monstrous boneswords.
Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.
Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model.
JORMUNGANDR MONSTER only. Enemy units within 6" of this model must subtract 1 from their Leadership.
PSYKER model only. A model with this Relic can attempt to menifest one aditional pychic power in your Psychic phaseand attempt to deny one additional power in your opponent's Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.
Model with toxin sacs only. This Relic replaces toxin sacs. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.
Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks).
Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.
Model with adrenal glands only. This Relic replaces adrenal glands. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. In addition, when an Advance roll is made for a model with this Relic, add 1 to the result.
At the start of the first battle round but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll off. The player that wins the roll-off decides who sets up their unit(s) first.
Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when firing Overwatch).
Add 6" to the range of the Warlord's Synapse ability.
Each time the Warlord slays an enemy CHARACTER in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.
At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same datasheet (for example, all Intercessor Squads or all units of Nobz etc.).
From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.
Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage.
In each Fight phase, you can pick one friendly KRAKEN unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Whenever an enemy Psyker fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds.
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of the Warlord. On a 4+ that unit suffers a mortal wound.
Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly JORMUNGANDR units within 3" of the Warlord.
At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6, your Warlord regains a wound lost earlier in the battle.
<HIVE FLEET> units automatically pass Morale tests if they are within 8" on any friendly <HIVE FLEET> units with this ability.
Unless a <HIVE FLEET> unit with this ability is within range of the Synapse ability of any friendly <HIVE FLEET> units, it can only target the nearest visible enemy unit if it shoots, and if it charges it can only declare a charge against the nearest visible enemy unit.
Enemy PSYKERS must subtract 1 from any Psychic test they make if they are within 8" of any units with this ability. TYRANID PSYKERS are not affected.
18"
Heavy 2D6
User
-1
D3
This weapon automatically hits its target.
36"
Assault D6
5
-1
1
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
12"
Assault 6
5
0
1
-
12"
Assault 12
5
0
1
-
12"
Assault D3
7
-3
1
-
36"
Heavy 6
7
-3
2
-
12"
Assault D6
3
0
D3
You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
24"
Assault 3
5
-1
1
-
24"
Assault 3
7
-1
1
-
18"
Assault 3
4
0
1
-
18"
Assault 6
6
0
1
-
8"
Assault D6
6
-1
1
This weapon automatically hits its target.
10"
Assault D6
5
-1
1
This weapon automatically hits it target.
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
12"
Assault 1
4
0
1
-
18"
Heavy 20
5
0
1
-
12"
Assault 1
6
-3
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound.
36"
Assault D3
9
-2
3
-
36"
Heavy 2
8
-2
D3
This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.
8"
Assault D6
User
-2
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. You can re-roll all failed wound rolls for this weapon.
48"
Heavy 3
10
-3
D6
-
24"
Assault D3
7
-1
D3
If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
18"
Assault 1
3
0
1
-
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
6"
Pistol 4
2
0
1
-
48"
Heavy 1
-
-
-
See Spore Mine Launcher
24"
Assault 4
5
-1
1
-
36"
Assault D6
7
-1
2
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
8"
Assault D3
2
0
1
-
36"
Assault 4
5
0
1
You may re-roll failed hit rolls for this weapon against units that can FLY. In addition, if the target is a VEHICLE and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.
6"
Assault 2
User
0
D3
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units. In addition, you can re-roll failed wound rolls for this weapon.
36"
Assault D3
8
-2
D3
-
Melee
Melee
8
-3
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Melee
Melee
User
-3
1
-
Melee
Melee
User
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.
Melee
Melee
3
0
1
If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.
Melee
Melee
8
-1
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Melee
Melee
User
-3
3
Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
Melee
Melee
User
0
1
-
Melee
Melee
x2
-3
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-3
D6
Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.
Melee
Melee
User
-1
2
-
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
Melee
Melee
User
-2
3
If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
Melee
Melee
User
-2
3
A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase.
Melee
Melee
x2
-3
D6
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
x2
-3
3
When attacking with this weapon, you must subtract 1 from the hit roll.
Melee
Melee
User
-3
D3
You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.
Melee
Melee
User
-3
D6
You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can make 1 additional attack with this weapon each time it fights.
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
Melee
Melee
User
-2
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Melee
Melee
User
-1
2
-
Melee
Melee
User
0
D3
Each time the bearer fights, make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
Melee
Melee
User
-1
D3
Make D3 hit rolls for each attack made with this weapon, instead of 1.
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
Melee
Melee
x2
-3
D6
-
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
Melee
Melee
User
-2
D3
You can re-roll hit rolls of 1 when attacking with this weapon.
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer's attacks.
Melee
Melee
User
0
D3
You can re-roll failed wound rolls for this weapon. A model armed with this weapon always attacks first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Melee
Melee
1
0
D3
Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than VEHICLES) on a 2+.
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.
6"
4+
4+
3
3
1
1
5
6+
The range of this model's Synapse ability is 18" rather than 12".
A model with this ability has a 4+ invulnerable save.
If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Models in this unit have a 5+ invulnerable save.
Models in this unit can charge even if they Advanced during its turn.
During deployment, you can set up a Trygon underground instead of placing it on the battlefield. At the same time, you can set up a <HIVE FLEET> Troops unit in the Trygon's tunnel. At the end of any of your Movement phases, set up the Trygon anywhere on the battlefield that is more than 9" away from any enemy models. If there is another unit in the Trygon's tunnel, set it up at the same time wholly within 3" of the Trygon and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
If this model does not move in your Movement phase, it can shoot all of its weapons twice in your Shooting phase.
During deployment, you can set up this unit in the upper atmosphere instead of on the battlefield. At the end of any of your Movement phases, it can float down to the battlefield - set it up anywhere that is more than 12" from any enemy models.
This unit automatically passes Morale tests. Furthermore, this unit is discounted for the purposes of any victory conditions - their destruction never awards any victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched game, the creation of these units by another unit (eg. from a Sporocyst's Spore Node ability) is free, and the unit's points cost does not come out of your pool of reinforcement points.
Each time this model loses a wound in the Fight phase, roll a D6; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved.
During deployment, you can set up this unit underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
8"
Heavy 2D6
6
-2
D3
This weapon hits its target automatically.
48"
Heavy 6
8
-2
D3
-
8"
Pistol 2D6
5
-2
1
This weapon hits its target automatically.
48"
Macro 6
10
-2
2D6
-
Melee
Melee
User
-1
2
Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2" of the bearer.
Melee
Melee
x2
-3
D6
Against VEHICLES and BUILDINGS, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against VEHICLES and BUILDINGS
Melee
Melee
User
-1
D3
-
Melee
Melee
7
-2
1
When targeting INFANTRY units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.
Melee
Melee
User
-1
2
Make 3 hit rolls for each attack with this weapon.
Melee
Melee
10
-2
D3
If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6.
Melee
Melee
x2
-5
2D6
-
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
When this model Advances, increase its Move characteristic by 6" until the end of phase - do not roll any dice. Additionally, this model may roll 3D6 when charging and discard the lowest result.
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
6
18"
Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
6
18"
Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
6
24"
Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
3"
-
-
1
1
1
1
10
7+
A Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 it fails to inflict an harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Spore Mine is then destroyed.
A Mucolid Spore explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Mucolid Spore explodes, roll a D6; on a 1 it fails to inflict an harm, on a 2-5 it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts D6 mortal wounds on that unit. The Mucolid Spore is then destroyed.
3"
-
-
1
3
3
1
10
6+
Tyranids, <Hive Fleet>
Fly, Mucolid Spores
Tyranids, <Hive Fleet>
Fly, Spore Mines
Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
5
18"
The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
5
36"
Select a freindly TYRANIDS unit within 36" of the psyker that has the Instinctive Behavious ability. Until the end of your next Psychic phase, that unit ignoires its Instinctive Behaviour ability and automatically passes Morale tests.
5
18"
Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy, and can target enemies within 1" of friendly units.
Melee
Melee
User
-5
D3
-
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
Models in this unit have a 3+ invulnerable save.
18"
Assault D6
7
-4
1
-
During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than 9" away from enemy models. You can re-roll the this model's charge distance in the turn in which it uses this ability to arrive on the battlefield.
When a Carnifex finishes a charge move, roll a dice; on a 4+ one enemy unit with 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for a Carnifex that charged in the same turn.
5
18"
The closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.
6
-
Until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18" instead of 12".
6
12"
Select one friendly KRONOS unit within 12" of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.
5
-
Select one enemy unit. Until the end of the turn, when a charge roll is made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.
6
-
Select one enemy unit that is visible to this psyker. Until the end of the turn, when resolving an attack against that unit made by a friendly JORMUNDANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.
5
6"
Until the start of your next Psychic phase, when a friendly HYDRA model within 6" of this psyker and within 6" of an enemy unit is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound.
6
9"
Until the start of your next Psychic phase, improve the Armour Penetration characteristic of melee weapons that friendly models within 9" of this psyker are equipped with by 1 (e.g. AP 0 becomes AP -1).
7
9"
Select one friendly BEHEMOTH unit within 9" of this psyker. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.