Hive Crone

Model NameMTSvWLdOC
Hive Crone
120 x 92mm flying base
20+"93+ 128+0
Keywords:
Tyranids, Vanguard Invader, Hive Crone, Monster, Fly, Great Devourer, Aircraft
Ranged WeaponsRangeABSSAPD
Drool cannon
torrent
12"2D6N/A6-11
Stinger salvoes
24"83501
Tentaclids
anti-vehicle 4+, devastating wounds
36"43702
Melee WeaponsRangeABSSAPD
Scything wings
Melee447-12
Thorax spur
anti-fly 2+, extra attacks
Melee1310-3D6

Abilities

Airborne Predator:Each time this model makes a ranged attack that targets a unit that can FLY, add 1 to the Hit roll.

Wargear Options

Wargear Abilities

Unit Composition

1 Hive Crone
This model is equipped with: drool cannon; stinger salvoes; tentaclids; scything wings; thorax spur.

Costs

1 model - 200pts

Leader

Led By

Stratagems

NameDescription
1CP COMMAND RE-ROLL
Detachment: Core
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1CP INSANE BRAVERY
Detachment: Core
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
2CP COUNTER-OFFENSIVE
Detachment: Core
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1CP FIRE OVERWATCH
Detachment: Core
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.

TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.

EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.

RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
1CP HEROIC INTERVENTION
Detachment: Core
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1CP RAPID INGRESS
Detachment: Core
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1CP SECURE BIOMASS
Detachment: Assimilation Swarm
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester 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.
1CP RAPACIOUS HUNGER
Detachment: Assimilation Swarm
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1CP RAMPAGING MONSTROSITIES
Detachment: Crusher Stampede
WHEN: Fight phase.

TARGET: One Tyranids Monster unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
1CP SWARM-GUIDED SALVOES
Detachment: Crusher Stampede
WHEN: Your Shooting phase.

TARGET: One Tyranids Monster unit from your army that has not been selected to shoot this phase.

EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] 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.
1CP SAVAGE ROAR
Detachment: Crusher Stampede
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One Tyranids Monster unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: 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.
1CP CORROSIVE VISCERA
Detachment: Crusher Stampede
WHEN: Your opponent’s Shooting phase or the Fight phase, just after a Tyranids Monster model from your army with the Deadly Demise ability that cannot FLY is destroyed.

TARGET: That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed.

EFFECT: 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.
1CP MASSIVE IMPACT
Detachment: Crusher Stampede
WHEN: Your Charge phase, just after a Tyranids Monster model from your army ends a Charge move.

TARGET: That TYRANIDS MONSTER model.

EFFECT: Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
1CP UNTRAMMELLED FEROCITY
Detachment: Crusher Stampede
WHEN: Your Movement phase.

TARGET: One Tyranids Monster unit from your army that has not been selected to move this phase.

EFFECT: 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 TITANIC 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.
1CP RAPID REGENERATION
Detachment: Invasion Fleet
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: 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.
1CP DEATH FRENZY
Detachment: Invasion Fleet
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: 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.
2CP ADRENAL SURGE
Detachment: Invasion Fleet
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: 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.
1CP OVERRUN
Detachment: Invasion Fleet
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: 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".
1CP PREDATORY IMPERATIVE
Detachment: Invasion Fleet
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

EFFECT: 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.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1CP TUNNEL NETWORK
Detachment: Subterranean Assault
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1CP ENFILADING EMERGENCE
Detachment: Subterranean Assault
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1CP SWARMING ASSAULT
Detachment: Subterranean Assault
WHEN: Your Charge phase.

TARGET: One Tyranids Monster unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of the phase, friendly Tyranids units within 6" of your unit can re-roll Charge rolls.
1CP RETREAT BELOW
Detachment: Subterranean Assault
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1CP REPLENISHING SWARMS
Detachment: Subterranean Assault
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1CP IMPERATIVE DOMINANCE
Detachment: Synaptic Nexus
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: 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.
1CP OVERRIDE INSTINCTS
Detachment: Synaptic Nexus
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1CP SURPRISE ASSAULT
Detachment: Vanguard Onslaught
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. 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.
1CP SEEDED BROODS
Detachment: Vanguard Onslaught
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: 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.
1CP UNSEEN LURKERS
Detachment: Vanguard Onslaught
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: 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.
1CP INVISIBLE HUNTER
Detachment: Vanguard Onslaught
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
2CP HYPERSENSORY SCILLIA
Detachment: Vanguard Onslaught
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
1CP SYNAPTIC AMPLIFICATION
Detachment: Warrior Bioform Onslaught
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1CP SPONTANEOUS HYPERCORROSION
Detachment: Warrior Bioform Onslaught
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.