10th_codex_tyranids
10th_codex_tyranids
10th_codex_tyranids
Tyranids
Drifting through the void come star-eclipsing shoals of immense creatures whose cephalopodic forms bristle with spines
and feeder tendrils. Each of these living vessels is host to thousands upon thousands of dormant warrior-forms, ready to
wake from their slumber when the hive fleet locates its next meal.
Welcome to the rules section of Codex: Tyranids. Whether forging your own tales of glory and infamy with narrative play or pitting yourself
against your opponents in nail-biting matched play contests, this page present all the rules you will need to bring your Tyranids collection to
life on the tabletop.
Contents
Books
FAQ
Codex: Tyranids
Introduction
Army Rules
Synapse
Shadow in the Warp
Invasion Fleet
Detachment Rule
Hyper-adaptations
Enhancements
Stratagems
Crusher Stampede
Detachment Rule
Enraged Behemoths
Enhancements
Stratagems
Unending Swarm
Detachment Rule
Insurmountable Odds
Enhancements
Stratagems
Assimilation Swarm
Detachment Rule
Feed the Swarm
Enhancements
Stratagems
Vanguard Onslaught
Detachment Rule
Questing Tendrils
Vanguard Prime
Enhancements
Stratagems
Synaptic Nexus
Detachment Rule
Synaptic Imperatives
Enhancements
Stratagems
Crusade Rules
Devouring Worlds
Invasion
Predation
Consumption
Biogenesis
Agendas
Requisitions
Battle Traits
Battle Scars
Crusade Relics
Crusade Badges
BOOKS
Book Kind Edition Version Last update
Tyranids
Codex 10 1.0 June 2024
Legends Field Manual
Expansion 10 1.7 August 2024
Munitorum Field Manual
Expansion 10 1.11 June 2024
Legends: Tyranids
Datasheet 10 June 2024
Imperial Armour: Tyranids
Datasheet 10 June 2023
FAQ
CODEX: TYRANIDS
Q: When using the Reclaim Biomass Stratagem, can the Stratagem effect be used on the unit that was just destroyed?
A: No.
Q:
Are S P ORE M INE S units that are added to an army during a battle restricted by abilities that prevent Reserves from being set up within a
certain range (e.g. Space Marines In ltrators’ Omniscrambers)?
A: No.
Q:
Do rules such as the Insurmountable Odds Detachment rule and the C ARNIFE XE S ’ Blistering Assault ability let me choose between not moving
the unit in question or moving the unit as far as possible following the conditions?
A: Yes.
Q:
If I roll one D6 for a C ARNIFE XE S unit’s Blistering Assault move and then choose not to move the models, do they still count as having made a
Blistering Assault move that phase?
A: Yes, they have made a Blistering Assault move of 0".
Q:
When a C ARNIFE X model makes a Blistering Assault move or an E ND LE SS M ULTITUD E model makes a Surge move, does that model have to
move the full amount allowed by the dice result?
A: No, it can move any distance up to that allowed distance.
Q: Does a unit affected by the Psychostatic Disruption Enhancement have to arrive from Reserves in the next Movement phase?
A: No.
Q: Does the Synaptic Goading Stratagem allow a unit to leave Engagement Range and move towards the closest objective marker?
A: Yes.
Q: Can units targeted by the Shadow in the Warp army rule use the Insane Bravery Stratagem?
A: No. Insane Bravery can only be used in your Command phase.
INTRODUCTION
On this page you will nd several Tyranids Detachments you can select from, as described in the Core Rules (see the Select Detachment
Rules step). If you are playing a Crusade battle, see the equivalent step in the Mustering a Crusade Army section of the main Crusade rules.
Each Detachment is a themed ghting force that focuses on one particular combat style employed by the Tyranids - the rules they include are
as follows:
1 DETACHMENT RULE
If you select to use a Detachment, a Detachment rule listed here will apply either to your whole army or to particular units within it.
2 ENHANCEMENTS
When mustering your army, your chosen Detachment enables you to upgrade C HARACTE RS using the Enhancements listed here, as
described in the Core Rules (see the Select Units step). If you are playing a Crusade battle, you can instead use the Renowned Heroes
Requisition to give your C HARACTE RS Enhancements, as described in the main Crusade rules.
3 STRATAGEMS
Your chosen Detachment gives you access to the Stratagems listed here in addition to the Core Stratagems listed in the Core Rules.
During the battle, you can spend Command points (CP) to use these Stratagems.
ARMY RULES
SYNAPSE
Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will ows, overriding the natural instincts
of the swarm to direct the teeming warrior-beasts to function as a single, gestalt organism on the battle eld.
If your Army Faction is T YRANID S , while a T YRANID S unit from your army is within 6" of one or more friendly S YNAP SE models, that
T YRANID S unit is said to be within Synapse Range of that model and of your army. While a T YRANID S unit from your army is within
Synapse Range of your army:
Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
INVASION FLEET
DETACHMENT RULE
HYPER-ADAPTATIONS
Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. eir esh and chitin is endlessly mutable, honed
into whatever form will prove most lethal to the prey.
At the start of the rst battle round, select one of the following Hyper-adaptations to be active for T YRANID S units from your army until the
end of the battle:
Swarming Instincts
Each time a T YRANID S model with this Hyper-adaptation makes an attack that targets an I NFANTRY or S W ARM unit, that attack has the
[SUSTAINE D HITS 1] ability.
Hyper-aggression
Each time a T YRANID S model with this Hyper-adaptation makes an attack that targets a M ONSTE R or V E HICLE unit, that attack has the
[LE THAL HITS] ability.
Hive Predators
Each time a T YRANID S model with this Hyper-adaptation makes an attack that targets a C HARACTE R unit, on a Critical Hit, that attack has
the [P RE CISION] ability.
ENHANCEMENTS
. . . . . Cunning
Alien . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 pts
is 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.
T YRANID S model only. Aer both players have deployed their armies, select up to three T YRANID S 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.
. . . . . . . . .Adapted
Perfectly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
is creature was created for one purpose: to completely eradicate the defenders of the target prey world.
T YRANID S 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.
. . . . . . . . Linchpin
Synaptic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
With 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.
T YRANID S model only. While a friendly T YRANID S unit is within 9" of the bearer, that unit is within Synapse Range of your army.
. . . . . . . . Biology
Adaptive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
e 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.
T YRANID S model only. e bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number
of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
STRATAGEMS
RAPID REGENERATION
INVASION FLEET – BATTLE TACTIC STRATAGEM
Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together.
W HE N: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
1CP TARGE T: One T YRANID S unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: 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
INVASION FLEET – BATTLE TACTIC STRATAGEM
TARGE T: Up to two T YRANID S units from your army that are within Synapse Range of your army and are eligible to fight, or one other T YRANID S unit
from your army that is eligible to fight.
E FFE CT: 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
INVASION FLEET – STRATEGIC PLOY STRATAGEM
TARGE T: One T YRANID S unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: 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
INVASION FLEET – STRATEGIC PLOY STRATAGEM
Tyranids in battle form an unstoppable avalanche of flesh and chitin that buries the foe alive.
1CP
W HE N: Fight phase, just before a T YRANID S unit from your army Consolidates.
E FFE CT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move
within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any
enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
PREDATORY IMPERATIVE
INVASION FLEET – STRATEGIC PLOY STRATAGEM
Guided by the instincts of leader-beasts, the swarm can be tasked with focusing its hunting instincts.
1CP
W HE N: Your Command phase.
TARGE T: Up to two T YRANID S units from your army that are within Synapse Range of your army, or one other T YRANID S unit from your army.
E FFE CT: 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.
RE STRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
ENDLESS SWARM
INVASION FLEET – STRATEGIC PLOY STRATAGEM
TARGE T: Up to two E ND LE SS M ULTITUD E units from your army that are within Synapse Range of your army, or one other E ND LE SS M ULTITUD E
unit from your army.
E FFE CT: You can return up to D3+3 destroyed models to each of the selected units.
CRUSHER STAMPEDE
DETACHMENT RULE
ENRAGED BEHEMOTHS
In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. e
surviving beasts are driven to ght with greater fury the more of their number that fall.
Each time a T YRANID S M ONSTE R model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting
Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a T YRANID S M ONSTE R unit from
your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.
ENHANCEMENTS
. . . . . . . . Presence
Ominous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
e crushing menace of the Hive Mind rolls off this monstrous creature in waves, causing it to loom even larger in the minds of its quailing prey and
lending it absolute dominance of the battle eld.
T YRANID S M ONSTE R model only. Add 3 to the bearer’s Objective Control characteristic.
. . . . . . . .Reserves
Enraged . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
Contained deep within this organism’s body is a pulsating sac lled with a cocktail of adrenostimulant uids linked to a ring of vascular-pneumatic
sphincters, allowing them one last-ditch strike.
T YRANID S M ONSTE R model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not
remove it from play. It can ght aer the attacking model’s unit has nished making its attacks, and is then removed from play.
. . . . Nodules
Null . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 pts
A contraganglion knot in this creature’s cranium channels and ampli es the smothering power of the Shadow in the Warp to nullify its prey’s psychic
abilities.
T YRANID S M ONSTE R model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the
end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks.
. . . . . . . . . .Nemesis
Monstrous . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
With its basic logic centres and instinctive drivers augmented, this warrior organism is capable of singling out and hunting down valuable prey
without direct synaptic oversight.
T YRANID S M ONSTE R model only. Each time the bearer makes a melee attack that targets a M ONSTE R or V E HICLE unit, add 1 to the Wound
roll.
STRATAGEMS
CORROSIVE VISCERA
CRUSHER STAMPEDE – STRATEGIC PLOY STRATAGEM
Highly acidic fluids spray from the creature’s wounds, lethal to those nearby.
W HE N: Your opponent’s Shooting phase or the Fight phase, just after a T YRANID S M ONSTE R model from your army with the Deadly Demise ability
that cannot F LY is destroyed.
1CP
TARGE T: That T YRANID S M ONSTE R model. You can use this Stratagem on that model even though it was just destroyed.
E FFE CT: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are
automatically inflicted.
RAMPAGING MONSTROSITIES
CRUSHER STAMPEDE – BATTLE TACTIC STRATAGEM
Tyranid monsters have reserves of energy that they unleash in waves of devastating fury.
1CP
W HE N: Fight phase.
TARGE T: One T YRANID S M ONSTE R unit from your army that has not been selected to fight this phase.
E FFE CT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
SAVAGE ROAR
CRUSHER STAMPEDE – BATTLE TACTIC STRATAGEM
This monster is even more terrifying to behold than other bioforms of its kind.
1CP
W HE N: Fight phase, just after an enemy unit has selected its targets.
TARGE T: One T YRANID S M ONSTE R unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that
targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.
UNTRAMMELLED FEROCITY
CRUSHER STAMPEDE – STRATEGIC PLOY STRATAGEM
Encircling and entrapping such physically powerful and fearless beasts is nigh on impossible.
1CP
W HE N: Your Movement phase.
TARGE T: One T YRANID S M ONSTE R unit from your army that has not been selected to move this phase.
E FFE CT: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models
(excluding T ITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1,
your unit is Battle-shocked.
SWARM-GUIDED SALVOES
CRUSHER STAMPEDE – BATTLE TACTIC STRATAGEM
One cannot hide from a gestalt entity with a million eyes, even in the densest cover.
1CP
W HE N: Your Shooting phase.
TARGE T: One T YRANID S M ONSTE R unit from your army that has not been selected to shoot this phase.
E FFE CT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORE S COVE R] ability, and until the end of the
phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all
modifiers to the Hit roll.
MASSIVE IMPACT
CRUSHER STAMPEDE – EPIC DEED STRATAGEM
Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating
1CP results.
W HE N: Your Charge phase, just after a T YRANID S M ONSTE R model from your army ends a Charge move.
E FFE CT: Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
UNENDING SWARM
DETACHMENT RULE
INSURMOUNTABLE ODDS
When Hormagaunts, Termagants and other such expendable warrior organisms attack en masse they make up for their comparative fragility with
sheer numbers. Coupled with the speed and ferocity of their onslaught - which only seems to increase as the prey try to gun the creatures down or drive
them back - the gathered broods soon overrun even the most determined defenders.
Each time an enemy unit is selected to shoot, aer that unit has nished making its attacks, if one or more models from one or more
E ND LE SS M ULTITUD E units from your army were destroyed as a result of those attacks, each such unit can make a Surge move. To do so, roll
one D6: that unit can be moved a distance in inches up to the result, but that unit must end that move as close as possible to the closest
enemy unit (excluding A IRCRAFT ). When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot
make a Surge move while it is Battle-shocked.
ENHANCEMENTS
. . . . . . . . . . Hunger
Relentless . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
An overriding need to sink their fangs into the esh of their prey drives these creatures toward the foe.
T YRANID S model only. Add 2" to the Move characteristic of models in the bearer’s unit.
. . . . . . . . . . .Camouflage
Naturalised . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 pts
ese warrior organisms possess limited chameleonic properties that conceal their advance. e bene ts of such deceptions decrease as they approach
their prey, but can be enough to bring them safely into range to strike.
T YRANID S model only. At the start of the rst battle round, select up to three friendly E ND LE SS M ULTITUD E units within 9" of the bearer.
Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Bene t of Cover against
that attack.
. . . . . . . .Talons
Piercing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
A simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number boast diamond-sharp talon tips. Lashing
suddenly from amidst the mass of thrashing weapon limbs these plunge through armour to pierce organs and rupture delicate systems.
T YRANID S model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration
characteristic of that attack by 1.
. . . . . . . . . . .Onslaught
Adrenalised . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic impulses to lend them an unholy turn of
speed.
T YRANID S model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".
STRATAGEMS
SYNAPTIC GOADING
UNENDING SWARM – STRATEGIC PLOY STRATAGEM
For a moment, a minuscule sliver of the Hive Mind’s ineffable will is focussed through these warrior organisms, driving them to pounce upon either
1CP valuable prey or else some vital strategic target.
W HE N: Any phase, just before an E ND LE SS M ULTITUD E unit from your army that is within Synapse Range of your army makes a Surge move.
E FFE CT: When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as
possible to the closest objective marker (instead of as close as possible to the closest enemy unit]. All other rules for making Surge moves still apply.
UNENDING WAVES
UNENDING SWARM – STRATEGIC PLOY STRATAGEM
No matter how many warrior organisms are slain, more are already surging forward over their corpses.
2CP
W HE N: Any phase.
TARGE T: One E ND LE SS M ULTITUD E unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just
destroyed.
E FFE CT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.
RE STRICTIONS: Any destroyed C HARACTE R units that were attached to your unit are not returned. You can only use this Stratagem once per battle.
TEEMING MASSES
UNENDING SWARM – BATTLE TACTIC STRATAGEM
Skittering, darting and pouring over one another, the Tyranids make for hard and confusing targets.
W HE N: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
1CP TARGE T: One E ND LE SS M ULTITUD E unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll.
SWARMING MASSES
UNENDING SWARM – BATTLE TACTIC STRATAGEM
The sheer weight of Tyranid numbers begins to tell as they bury their victims in lashing, biting horror.
W HE N: Your Shooting phase or the Fight phase.
1CP TARGE T: One E ND LE SS M ULTITUD E unit from your army that has not been selected to shoot or fight this phase.
E FFE CT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINE D HITS 1] ability, and If your unit contains 15
or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
BOUNDING ADVANCE
UNENDING SWARM – BATTLE TACTIC STRATAGEM
Synaptic impulses from the Hive Mind urge greater speed from the swarm’s warrior organisms.
1CP
W HE N: Your Movement phase.
E FFE CT: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the
Move characteristic of models in your unit.
PRESERVATION IMPERATIVE
UNENDING SWARM – STRATEGIC PLOY STRATAGEM
Triggered by incoming projectile fire, a synaptic pulse spurs the danger-senses of lesser warrior organisms and causes them to scatter like a shoal
1CP evading predators. Only once the explosions have stopped and the dust cleared do the bioforms bunch up once again.
W HE N: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGE T: One E ND LE SS M ULTITUD E unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: Until the end of the phase, your unit is treated as containing fewer than five models for the purpose of the [B LAST] ability.
ASSIMILATION SWARM
DETACHMENT RULE
FEED THE SWARM
Even as the beasts of the Assimilation Swarm stalk across the battle eld they make use of the abundant biomass yielded up by the prey worlds slow
demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the ght aer they seemed slain. A
strain of revolting vitality ows through the Tyranid broods as though leeched direct from their dismayed victims.
In your Command phase, each H ARVE STE R unit from your army that is within range of an objective marker you control can Regenerate one
friendly T YRANID S unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the
following:
One model in that unit regains up to D3 lost wounds.
One destroyed I NFANTRY model (excluding C HARACTE RS ) is returned to that unit with its full wounds remaining. If that unit is an
E ND LE SS M ULTITUD E unit, up to 3 destroyed models are returned instead.
ENHANCEMENTS
. . . . . . . . . . . . Monstrosity
Regenerating . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
is nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzles down the hunks of bubbling biomatter that
were once foes.
T YRANID S model only (excluding M ONSTE RS models). e bearer’s unit can be regenerated up to twice per phase, instead of once.
. . . . . . . . . . Defence
Instinctive . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
e swarm’s warrior organisms ght with instinctive and single-minded ferocity to protect the all-devouring organisms in their midst.
T YRANID S model only. While the bearer is within 6" of one or more friendly H ARVE STE R units, you can target the bearer’s unit with the
Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly H ARVE STE R units, models in the
bearer’s unit have the Fights First ability.
. . . . . . . . . Flow
Biophagic . . . . (Aura)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 pts
Parasitised biomass and revivifying uids ow through the Assimilation Swarm like lifeblood.
T YRANID S model only. While a friendly H ARVE STE R model is within 12" of the bearer, when using the Feed the Swarm ability, that
H ARVE STE R model can Regenerate one friendly T YRANID S unit that is within 9" of it, instead of one within 6".
. . . . . . . . Biomorphology
Parasitic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts
ese warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes that consume the uids of their prey.
T YRANID S model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. e rst time the
bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly H ARVE STE R units, until the
end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
STRATAGEMS
BROODGUARD IMPULSE
ASSIMILATION SWARM – EPIC DEED STRATAGEM
Should a foe successfully slay one of the swarm’s assimilation organisms, they only mark themselves as a priority for predation and consumption in
1CP turn.
W HE N: Any phase.
TARGE T: One H ARVE STE R unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
E FFE CT: Until the end of the battle, each time a friendly T YRANID S model makes an attack that targets the enemy unit that just destroyed your
H ARVE STE R unit, add 1 to the Wound roll.
RECLAIM BIOMASS
ASSIMILATION SWARM – STRATEGIC PLOY STRATAGEM
Dead Tyranids are consumed and reconstituted by the swarm just as readily as the lifeless carcasses of their prey.
1CP
W HE N: Any phase, when a T YRANID S unit from your army is destroyed, before the last model in it is removed from play.
TARGE T: One H ARVE STE R unit from your army that is within 6" of that destroyed unit.
E FFE CT: Regenerate one friendly T YRANID S unit within 6" of your H ARVE STE R unit (See Feed the Swarm).
TYRANNOFORMED
ASSIMILATION SWARM – STRATEGIC PLOY STRATAGEM
Swarms of diminutive Tyranid phage organisms carpet even the most vital strategic assets, steadily breaking them down for assimilation.
1CP
W HE N: Command phase.
TARGE T: One H ARVE STE R unit from your army that is within range of an objective marker you control.
E FFE CT: That objective marker remains 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.
ABLATIVE CARAPACE
ASSIMILATION SWARM – EPIC DEED STRATAGEM
These organisms have employed consumed minerals to exude an additional hardened protective layer over their chitinous armour.
W HE N: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
2CP TARGE T: One H ARVE STE R unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: Until the end of the phase, models in your unit have the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control,
until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.
SECURE BIOMASS
ASSIMILATION SWARM – STRATEGIC PLOY STRATAGEM
When rich sources of biomass are identified the warrior organisms of this swarm will stop at nothing to destroy resistance and claim them.
1CP
W HE N: Fight phase.
TARGE T: One T YRANID S unit from your army that has not been selected to fight this phase.
E FFE CT: Until the end of the phase, melee weapons equipped by models in your unit have the [LE THAL HITS] ability. If your unit is a H ARVE STE R
unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
RAPACIOUS HUNGER
ASSIMILATION SWARM – BATTLE TACTIC STRATAGEM
TARGE T: One T YRANID S unit from your army that just destroyed an enemy unit.
E FFE CT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a H ARVE STE R unit and you choose for one model
to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
VANGUARD ONSLAUGHT
DETACHMENT RULE
QUESTING TENDRILS
In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast anking attacks, before encircling them for the
nal, bloody slaughter.
T YRANID S units with this ability are eligible to charge in a turn in which they Fell Back. V ANGUARD I NVAD E R units with this ability are
eligible to charge in a turn in which they Advanced.
VANGUARD PRIME
During the earliest stages of a Tyranid invasion, the rare bioform Imperial observers have named Deathleaper has been seen ful lling a leadership and
coordination role amongst the swarms. Employing pheromone trails and goading imperatives, the creature provides guidance to other warrior
organisms that is the localised equivalent of synaptic control.
D E ATHLE AP E R loses the Hunter Organism rule and can be your W ARLORD .
ENHANCEMENTS
. . . . . . . .Grounds
Hunting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
is warrior organism has identi ed installations and routes of communication and supply vital to the prey. As the Tyranid invasion commences so
the beast orchestrates ambushes and terror raids against these priority targets, ensuring that those enemy reinforcements who do reach the battle eld
do so in bloodied disarray.
T YRANID S model only. While the bearer is on the battle eld, each time your opponent sets up a Reserves unit on the battle eld, roll one D6:
on a 2+, that unit must take a Battle-shock test.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
Chameleonic
Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.
V ANGUARD I NVAD E R model only. e bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that
unit have the Bene t of Cover against that attack.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 pts
Stalker
is hunter seeks vital priority prey that has been pheromonally marked for swi slaughter.
V ANGUARD I NVAD E R model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that
enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
Neuronode
While no true synapse beast, this bioform has been graed with a limited synaptic symbiote, the in uence of which increases its host’s ability to
formulate and enforce large-scale predatory strategies.
T YRANID S model only. Aer both players have deployed their armies, you can select up to three V ANGUARD I NVAD E R units from your army
and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are
already in Strategic Reserves.
STRATAGEMS
SURPRISE ASSAULT
VANGUARD ONSLAUGHT – BATTLE TACTIC STRATAGEM
Vanguard organisms strike from unexpected quarters with calculated and emotionless alien savagery that is appalling to behold.
W HE N: Your Shooting phase or the Fight phase.
1CP TARGE T: One V ANGUARD I NVAD E R unit from your army that has not been selected to shoot or fight this phase, and one enemy unit.
E FFE CT: That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that
enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
ASSASSIN BEASTS
VANGUARD ONSLAUGHT – BATTLE TACTIC STRATAGEM
These bioforms have been adapted to strike with pinpoint precision at the pre-assessed weak points of selected prey that require elimination.
1CP
W HE N: Fight phase.
TARGE T: One V ANGUARD I NVAD E R I NFANTRY unit from your army that has not been selected to fight this phase.
E FFE CT: Until the end of the phase, melee weapons equipped by models in your unit have the [P RE CISION] ability.
SEEDED BROODS
VANGUARD ONSLAUGHT – STRATEGIC PLOY STRATAGEM
TARGE T: One T YRANID S unit from your army that is in Reserves, or up to two V ANGUARD I NVAD E R units from your army that are in Reserves.
E FFE CT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as
being one higher than it actually is.
HYPERSENSORY SCILLIA
VANGUARD ONSLAUGHT – STRATEGIC PLOY STRATAGEM
Hissing clusters of scillia warn of the slightest prey movements, allowing the Tyranids to react.
2CP
W HE N: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
TARGE T: Up to two V ANGUARD I NVAD E R units from your army that are within 9" of that enemy unit, or one other T YRANID S I NFANTRY unit from
your army that is within 9" of that enemy unit.
E FFE CT: Those selected units can each make a Normal move of up to 6".
RE STRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
UNSEEN LURKERS
VANGUARD ONSLAUGHT – STRATEGIC PLOY STRATAGEM
Hyper-attuned senses warn vanguard organisms when they are being targeted by the prey.
1CP
W HE N: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGE T: One V ANGUARD I NVAD E R unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit
has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
INVISIBLE HUNTER
VANGUARD ONSLAUGHT – STRATEGIC PLOY STRATAGEM
Hunter-slayer organisms can melt away before the eyes of their foes, only to strike from a new direction.
1CP
W HE N: End of your opponent’s Fight phase.
TARGE T: Up to two V ANGUARD I NVAD E R units from your army, or one T YRANID S I NFANTRY unit from your army.
E FFE CT: Remove the targeted units from the battlefield and place them into Strategic Reserves.
RE STRICTIONS: The targeted units must be more than 3" away from all enemy units.
SYNAPTIC NEXUS
DETACHMENT RULE
SYNAPTIC IMPERATIVES
e leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser
bioforms to hurl themselves at the prey, to ght on through fatal wounds or to attack with redoubled savagery.
At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic
Imperative is active for your army and while a T YRANID S unit from your army is within Synapse Range of your army, it will bene t from it.
Each Synaptic Imperative can only be selected once per battle.
Synaptic Augmentation: While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save.
Surging Vitality: While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit.
Goaded to Slaughter: While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1
to the Hit roll.
ENHANCEMENTS
. . . . . . of. . the
Power . . . Hive
. . . . .Mind
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 pts
e Hive Mind channels lethal energy through its synaptic bioforms.
T YRANID S P SYKE R model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer
by 1.
. . . . . . . . . . . . Disruption
Psychostatic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 pts
A maelstrom of psychostatic disruption boils about this bioform. It degrades arti cial and biological cognition alike, causing teleport signals to
uctuate, geopositioning cogitators to spew contradictory data, and onrushing enemy warriors to reel in confusion.
T YRANID S S YNAP SE model only. Enemy units that arrive on the battle eld from Reserves cannot be set up within 12" of the bearer. In
addition, once per battle, during the rst or second battle round, when your opponent declares that a unit will arrive on the battle eld from
Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battle eld this
turn.
. . . . . . . . Control
Synaptic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 pts
e Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beasts can be compelled to ght on.
T YRANID S S YNAP SE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
. . . .Dirgeheart
The . . . . . . . . . of
. . Kharis
. . . . . . (Aura)
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 pts
is grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic note. e longer prey are exposed to the sound, the
worse their atavistic terror response becomes...
T YRANID S S YNAP SE model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.
STRATAGEMS
THE SMOTHERING SHADOW
SYNAPTIC NEXUS – STRATEGIC PLOY STRATAGEM
In the heart of the swarms, the Shadow in the Warp can literally kill with its smothering power.
1CP
W HE N: Any phase, just after an enemy unit fails a Battle-shock test.
TARGE T: One S YNAP SE unit from your army within 12" of that enemy unit.
E FFE CT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
SYNAPTIC CHANNELLING
SYNAPTIC NEXUS – BATTLE TACTIC STRATAGEM
Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.
1CP
W HE N: Command phase.
E FFE CT: Until the end of the turn, while a friendly T YRANID S unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
IRRESISTIBLE WILL
SYNAPTIC NEXUS – BATTLE TACTIC STRATAGEM
Whether paralysing its prey or forcing them to stumble out of cover with its force of will, or else puppeteering nearby warrior organisms, the leader-
beast ensures the prey targets are struck down.
W HE N: Your Shooting phase or the Fight phase.
1CP
TARGE T: One S YNAP SE unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to
the S YNAP SE unit.
E FFE CT: Until the end of the phase, each time a friendly T YRANID S model makes an attack that targets that enemy unit, if the attacking model’s unit
is within 6" of your S YNAP SE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
Psionic shielding crackles around these leader-beasts, helping to ensure their survival.
W HE N: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
1CP TARGE T: One S YNAP SE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
E FFE CT: Until the end of the phase, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
IMPERATIVE DOMINANCE
SYNAPTIC NEXUS – STRATEGIC PLOY STRATAGEM
At need, the focused will of the Tyranid leader-beasts can goad warrior organisms to exhibit strategically beneficial behaviours at the instant they are
1CP needed most.
W HE N: Your Command phase.
TARGE T: One T YRANID S unit from your army that is within Synapse Range of your army.
E FFE CT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase,
that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
OVERRIDE INSTINCTS
SYNAPTIC NEXUS – STRATEGIC PLOY STRATAGEM
The seemingly omniscient Hive Mind processes the sensory input of its swarms at an impossible rate, and compels its broods to react accordingly.
1CP
W HE N: Your Movement phase.
TARGE T: One T YRANID S unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.
E FFE CT: Your unit is eligible to shoot and declare a charge this turn.
CRUSADE RULES
In this section you’ll nd additional rules for playing Crusade battles that are bespoke to T YRANID S units. You can nd out more about Crusade
armies in the main Crusade rules.
is section contains the following rules:
DEVOURING WORLDS
As the hive eets tighten their stranglehold on the galaxy, more and more worlds succumb to their unending hunger. e rules presented on
the following pages allow you to devour one world aer another, strengthening your force as your foes fall.
AGENDAS
T YRANID S armies can attempt to achieve unique Agendas in addition to those found in other publications. ese represent the faction’s
unique goals and their particular methods of waging war.
REQUISITIONS
T YRANID S armies have access to a number of bespoke Requisitions in addition to those found in other publications.
BATTLE TRAITS
As they gain experience and prowess, T YRANID S units in your Crusade force can be given one of the Battle Traits in this section instead of
one presented elsewhere.
BATTLE SCARS
emed to the unique nature of the T YRANID S , these Battle Scars represent long-lasting effects units from your Crusade force may come to
carry.
CRUSADE RELICS
In addition to the Crusade Relics presented in other Crusade publications, T YRANID S C HARACTE R models can claim one of the Crusade
Relics found here.
CRUSADE BADGES
Here you will nd three Crusade Badges representing goals you can set yourself when campaigning with your Crusade force. Once one is
achieved, you could set yourself a new goal, or take the opportunity to start a new Crusade force.
DEVOURING WORLDS
Your Crusade force can only work on devouring one world at a time. When devouring a world, your Crusade force will move through three
stages in order: the rst stage is Invasion, followed by Predation and then nally Consumption. During each phase, your force will devour
more of the world’s biomass. Once you have devoured enough biomass and participated in enough battles, you will complete your current
stage and move on to the next stage in devouring that world. If at any point your Crusade force nds itself without an active world to
devour, generate a new one as described below.
GENERATING A WORLD
When generating a world to devour, your Crusade forces Biomass and Battles Played points begin at 0. To generate a world to devour, roll
one D6 and consult the table below.
WORLD TYPE
INDUSTRIAL WORLD
RURAL WORLD
HIVE WORLD
Next, consult the relevant table below to generate the Biomass and Battles Played points needed for each stage of that world’s destruction.
Generate the number of points needed for the Invasion stage rst, then generate the number of points needed for the Predation stage by
adding the value in the table to what you generated for the Invasion stage for that world type. Finally, generate the points needed for the
Consumption stage in the same manner, but add the value in the table to that of the Predation stage instead of the Invasion stage. Note that
Biomass points accrued during a previous stage of a world’s destruction still count towards the targets for the current stage.
INDUSTRIAL WORLD
STAGE BIOMASS BATTLES PLAYED
Invasion 3 2D3
Predation +D3 4
Consumption +3 5
RURAL WORLD
STAGE BIOMASS BATTLES PLAYED
Invasion 3D3 2
Predation +2D3 D3
Consumption +2D3 D3
HIVE WORLD
STAGE BIOMASS BATTLES PLAYED
Invasion D3+3 D6
Predation +2D3 D6
Consumption +D6 D6
COMPLETING A DEVOURING STAGE
To complete a stage and move on to the next, your Crusade force needs to have acquired at least as many Biomass and Battles Played points
for that stage as were generated for it above. Keep a Battles Played tally during each stage; these tallies do not carry over into the next stage
but simply act as a minimum requirement for advancement.
Each time you win a battle, your Crusade force gains 1 Biomass point.
Each time you lose a battle, your Crusade force loses 1 Biomass point (to a minimum of 0).
Additional ways of earning Biomass points can be found in the Agendas section. Once you have reached a particular stage of devouring, you
gain access to new Requisitions that you can purchase once per world.
For example, Scott has completed the Invasion stage of an industrial world that required 3 Biomass points and 4 Battles Played points. During that
stage he instead earned 5 Biomass points, which will now carry through to the Predation stage. is may mean he has already met that stage’s
Biomass points requirement, and only needs Battles Played points to complete that stage.
STAGE 1
INVASION
VANGUARD ADAPTATION 1RP
In the rst stages of a Tyranid invasion, swi and adaptable broods of bioforms assess and then rapidly counteract the defences of the prey. Some
organisms may already have in ltrated the target world, and only now burst from their hiding places to wreak bloody havoc. Others pour down
from spore-blighted skies and ow into battle, the myriad heralds of yet greater horrors still to come.
Purchase this Requisition before a battle once per world. Select two V ANGUARD I NVAD E R units (excluding C HARACTE RS and M ONSTE RS )
from your Order of Battle. For the next battle, you can swap these units’ Battle Traits (and change their Crusade point totals accordingly).
Aer the battle, they must be swapped back.
BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they are wholly
within your opponent’s deployment zone at the end of the battle:
E ND LE SS M ULTITUD E
V ANGUARD I NVAD E R
W ARLORD
STAGE 2
PREDATION
INFESTATION 1RP
So thoroughly infested with Tyranid swarms has the prey world become, that broods prowl almost all environs and surge from every tangled thicket
and blasted ruin to attack. Even defenders who consider themselves safe within formidable forti cations can be suddenly and violently disabused of
that notion amidst a rush of chitinous bodies and stabbing talons from an unexpected quarter.
Purchase this Requisition before a battle once per devoured world. Select one E ND LE SS M ULTITUD E unit from your Order of Battle. For the
next battle only, that unit has the In ltrators ability.
BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they control an
objective marker in No Man’s Land at the end of the battle:
B IOVORE S
E XOCRINE
H ARUSP E X
H IVE G UARD
H IVE T YRANT
P YROVORE S
T YRANNOFE X
T YRANT G UARD
W ARLORD
STAGE 3
CONSUMPTION
GUARD AND CONSUME 1RP
As the Tyranid ecosystem takes hold, strange living structures sprout forth that are vital to the nal consumption of the world. ose Tyranid
organisms charged with protecting these grotesque bio-structures now become exceptionally aggressive even as vile eater-beasts devour every scrap of
available biomass and ferry it back to the waiting assimilation structures.
Purchase this Requisition aer a battle once per devoured world. Choose a C HARACTE R or M ONSTE R unit that was not destroyed in that
battle; that unit immediately gains 5XP.
BATTLE EXPERIENCE
Units from your Crusade army with any of the following keywords gain an additional 1XP from the Battle Experience rule if they were not
destroyed at the end of the battle:
B IOVORE S
E XOCRINE
H ARUSP E X
H IVE G UARD
H IVE T YRANT
P YROVORE S
T YRANNOFE X
T YRANT G UARD
W ARLORD
BIOGENESIS
Each time your Crusade force completes the Consumption stage of its attack on a world, you can spend any of the Biomass points you have
acquired on the upgrades shown below, before generating a new world to devour.
THE SWARM GROWS
2 BIOMASS POINTS
Raw biomass is diverted to the creation of even more warrior organisms and hive ships to bear them through the void.
Increase your Crusade forces Supply Limit by 100 points.
RARE BIOMORPHS
4 BIOMASS POINTS
A great enough stock of biomass has been secured that a portion can be poured into fashioning strange and terrible gra organisms for the swarms’
mightiest leader-beasts.
Select one T YRANID S C HARACTE R unit from your Order of Battle. You can reduce the cost of the Renowned Heroes Requisition by 1RP (to
a minimum of 0RP) and use it immediately to give a model in that unit an Enhancement as if it had just gained a rank.
ENHANCED ORGANISMS
5 BIOMASS POINTS
e Hive Mind exploits the neurally cached experiences of its warrior organisms to hone their predatory instincts.
Select one T YRANID S unit from your Order of Battle. at unit gains 5XP. Each unit can only be selected for this upgrade once per devoured
world.
RAPID ADAPTATION
5 BIOMASS POINTS
A focused allocation of biomass offers a brood the chance to rapidly and signi cantly adapt at the Hive Mind’s urging.
You can use the Adapted Physiology Requisition once for 0RP.
BIOLOGICAL RESOURCES
6 BIOMASS POINTS
With so much accumulated biomass, the hive eet can adapt whatever aspect of its nature the Hive Mind bids it to.
Your Crusade force gains 1RP.
AGENDAS
If your Crusade army includes any T YRANID S units, you can select Agendas from those presented here.
TYRANID ATTACK
Every last prey organism that stands against the swarm must be overrun - butchered - and their biomass consumed so that fresh waves of bioforms
may be spawned.
At the end of the battle, if there are no enemy models remaining on the battle eld, each T YRANID S unit from your Crusade army that is on
the battle eld gains 3XP, your Crusade force gains 4 Biomass points, and you gain 2 Battles Played points for this battle instead of 1.
REQUISITIONS
If your Crusade army includes any T YRANID S units, you can spend Requisition points (RP) on any of the following Requisitions.
CONSUME TO SURVIVE
e hive eets must constantly hunt, slay and consume prey worlds in order to replenish or increase their ranks.
If your Crusade force includes any T YRANID S units, the Increase Supply Limit Requisition costs you 2RP to use.
BATTLE TRAITS
RUDIMENTARY INSTINCTS
M UCOLID S P ORE S and S P ORE M INE S units never gain XP, and so can never gain Battle Honours. However, they are also assumed to pass
any Out of Action tests they are required to take (no dice is rolled) and so never accrue Battle Scars. You can mark the XP section of
their Crusade card as ‘N/A’ to remind you.
TYRANIDS UNITS
TYRANIDS UNITS
Excluding S YNAP SE units
STRENGTH BORN OF HUNGER
ese warrior organisms are possessed of a ravenous hunger, their eagerness to tear and rend esh lending their blows additional, frenzied strength.
Add 1 to the Strength characteristic of melee weapons equipped by models in this unit.
ENHANCED SENSES
e sensory acuity of this brood has been heightened such that no prey can hide from them.
Each time a model in this unit makes a melee attack, you can ignore any or all Hit roll and Weapon Skill modi ers for that attack.
Each time a model in this unit makes a ranged attack, that attack has the [IGNORE S COVE R] ability.
INSTINCTIVE AUTONOMY
is brood possess heightened tactical instincts that allow them to hunt efficiently even without direct synaptic oversight.
While this unit is within 18" of a friendly S YNAP SE model, this unit counts as being within 6" of that model for its S YNAP SE ability.
RANGED RESISTANCE
ese warrior organisms are well protected by their pseudo-sentient carapaces and partial regenerative capabilities. It takes a great concentration of
re to do them any real harm.
Each time a ranged attack is allocated to a model in this unit, add 1 to any armour saving throw made against that attack.
FLEET OF CLAW
Moving with lithe rapidity, these warrior organisms close the distance to their prey and begin their killing frenzy.
Each time you make an Advance or Charge roll for this unit, you can re-roll the result.
ONSLAUGHT KILLERS
e bioforms of this brood have been imbued with tensile strength and whipcord sinews that allow them to spring upon their prey, lending their
pouncing onslaught additional impact to maximise carnage.
Each time a model in this unit makes a melee attack, if this unit made a Charge move this turn, add 1 to the Hit roll.
SYNAPSE UNITS
SYNAPSE UNITS
UNFATHOMABLE TERROR
ese leader-beasts emanate the unfathomable will of the Hive Mind, an alien consciousness so vast it drives prey creatures mad.
At the end of your Movement phase, select one enemy unit within 6" of and visible to this unit. at enemy unit must take a Leadership
test, subtracting 1 from the roll. If failed, until the start of your next Movement phase, that enemy unit cannot be selected to Advance and
its Move characteristic is reduced by 2".
PSYCHIC SHADOW
Such is this creature's psionic power that enemy sorceries unravel in its presence.
Each time a ranged Psychic Attack targets this unit, this unit has the Bene t of Cover and the Feel No Pain 5+ ability against that attack.
PSIONIC RESONANCE
So potent is the psionic presence of this leader-beast that it is able to act as a nodal ampli er to imperatives unleashed by other nearby synaptic
organisms.
Once per battle, this unit can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
ALIEN RESILIENCE
e damaged esh and chitin of this formidable warrior organism regrows at an astounding rate.
At the start of your Command phase, one model in this unit regains 1 lost wound.
ARMOURED BIOMORPH
PSYCHIC ABERRATION
So potent is this bioform's synaptic presence that it acts as a focusing lens for the psychic might of the Hive Mind.
Once per battle, at the start of any phase, you can select one T YRANID S unit that is Battle-shocked and within 12" of this model. at unit is
no longer Battle-shocked.
BATTLE SCARS
TYRANIDS UNITS
TYRANIDS UNITS
Excluding S YNAP SE units
UNCONTROLLABLE
Lingering neural trauma has le this brood with a damaged connection to the synaptic network.
is unit is never considered to be within Synapse range of your army.
BY INSTINCT ALONE
Severed entirely from synapse control, this brood is forced to fall back upon its own hardwired instincts in battle.
is unit cannot be targeted with Stratagems.
MINDLESS FOCUS
Overdeveloped prey-response instincts drown out the higher functions of this brood, causing them to obsessively focus on the nearest prey to the
exclusion of more strategically important targets.
Each time this unit is selected to shoot, models in this unit can only target the closest eligible enemy unit when resolving this unit’s attacks.
BESTIAL RAGE
So overcome with biochemical adrenaline and predatory aggression is this brood, that its warrior organisms seek constantly to hurl themselves upon
the nearest possible prey and tear them to pieces.
Each time this unit declares a charge, one of the targets of that charge must be the closest eligible enemy unit.
SYNAPSE UNITS
SYNAPSE UNITS
NEURAL DISSONANCE
Due to neurosynaptic feedback or cranial damage, this bioform struggles to mesh fully with the Hive Mind.
is unit cannot bene t from any Stratagems or Detachment Rules that require the S YNAP SE keyword.
SYNAPTIC DECAY
Physical and neural damage has eroded the strength of this organism’s synaptic signal, leaving it unable to fully impose its will upon the swarm.
Reduce the range of this model’s Synapse ability to 3".
LOBE IMPAIRMENT
Although able to still provide the warrior organisms around it with basic synaptic imperatives, this beast is no longer able to control their behaviour.
While this unit has this Battle Scar, it loses the Synapse ability.
CASTS NO SHADOW
is organism’s psychic presence is all but non-existent, its ability to deepen the Shadow in the Warp stolen away from it.
While this unit has this Battle Scar, it is affected by your army’s Shadow in the Warp ability (and thus must take a Battle-shock test when it
is used).
CRUSADE RELICS
When a T YRANID S C HARACTE R model gains a Crusade Relic, you can select one of the Crusade Relics presented here.
ARTIFICER RELICS
SPIRIT-LEECH CORTEX
is rare cranial biomodi cation allows its monstrous host to psionically drain the life from its prey, feeding off their animus and using it as fuel to
both regrow and augment its own form.
P SYKE R model only. Each time an enemy unit loses a wound as the result of a Psychic Attack made by the bearer:
e bearer regains 1 lost wound.
Until the start of your next Command phase, add 1 to the Strength of the bearers melee weapons.
BALEMIND MEMBRANE
is foul net of neuro-membranes infests the cranial cavities of its host and ampli es their offensive psycho-synaptic aptitude.
Model with one or more Psychic weapons only. Each time the bearer makes an attack with a Psychic weapon, you can re-roll the Hit roll
and you can re-roll the Wound roll.
ANTIQUITY RELICS
MORTREXITE IMPLANT ATTACK
is bio-artefact can penetrate the thickest armour in order to implant dozens of Ripper parasites within a host. In seconds, the ghastly creatures
grow to full size, devouring the host from the inside out and bursting forth in a shower of gore.
Melee weapons equipped by the bearer gain the [D E VASTATING W OUND S] ability.
Each time the bearer ghts, if one or more enemy models (excluding V E HICLE models) are destroyed when resolving those attacks,
aer that ght is resolved you can select one friendly R IP P E R S W ARMS unit within 12" of the bearer. If you do, add one Ripper Swarm
model to that unit. If any of those destroyed enemy models had the M ONSTE R keyword, add D3 Ripper Swarm models to that
R IP P E R S W ARMS unit instead.
SLAYER SABRES
At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. is houses the brain of the weapon-symbiote. With a mental
command, the wielder can generate a surge of psychic energy through this organism that incinerates the sabres’ unfortunate victims from the inside
out.
M ONSTE R model only. Select one of the bearer’s melee weapons. at weapon gains the following ability:
Slayer Sabres: Each time the bearer ghts, aer that ght is resolved, select one enemy unit hit by one or more attacks made with this
weapon this phase, then roll one D6: on a 2+, that unit suffers D3 mortal wounds, or D6+1 mortal wounds instead if that unit has the
P SYKE R keyword.
LEGENDARY RELICS
THE NORN CROWN
First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain
of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. rough this abhorrent union, the Hive Mind’s
indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.
While the bearer is on the battle eld, once per battle, you can use the Shadow in the Warp ability one additional time.
While the bearer is on the battle eld, increase the range of friendly S YNAP SE units’ Synapse ability to 9".
CRUSADE BADGES
VANGUARD TENDRIL
Stretching out across the dark void, your swarms spread the soul-crushing Shadow in the Warp to sow dismay amongst the foe. With every successful
act of predation, every prey bastion broken open and its defenders devoured, every massed clash won by means both insidious and monstrous, the
power of your tendril grows. You have amassed much biomass and driven vanguard organisms like talons into the yielding esh of yet more
bounteous hunting grounds. Now is the time to push forward at the Hive Minds urging and let the true feast begin.
You have successfully devoured one world.
You have won at least two battles.
MONSTROUS TENDRIL
One aer another the prey worlds fall to the rapacious hunger of your swarms. Whether teeming wildernesses of ferocious ora and fauna, populous
megalopolis worlds covered in mountainous cities, or indomitable fortress worlds clad in plasteel and ferrocrete from pole to pole, none can resist your
hunger. With each fresh victory your bioforms harvest more and varied quantities of biomass, opening up new options for adaptation and
increasingly efficient consumption of the prey. Yet more worlds still lie before you. All must fall. All must be devoured.
You have successfully devoured three different types of world.
You have won at least six battles.
ALL-CONSUMING TENDRIL
Immense swarms ood entire star systems at your urging. An unending torrent of biomass pours back into your tendril, fortifying it further with
every world devoured. You are the will of the Hive Mind made manifest. You are the death of worlds, and you are unstoppable!
You have successfully devoured ve worlds, including at least one of each type.
You have won at least ten battles.
A C HARACTE R from your Crusade force has reached the Legendary rank.
A C HARACTE R from your Crusade force possesses e Norn Crown Crusade Relic.