| Model Name | M | T | Sv | W | Ld | OC |
Neurogaunts ⌀25mm | 6" | 3 | 6+ | 1 | 8+ | 1 |
| Ranged Weapons | Range | A | BS | S | AP | D |
| Melee Weapons | Range | A | BS | S | AP | D |
Chitinous claws and teeth | Melee | 1 | 4 | 3 | 0 | 1 |
| Name | Description |
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 GO TO GROUND Detachment: Core | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One INFANTRY 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, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover. |
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. |
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. |
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 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 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 LIVING AVALANCHE Detachment: Biotide | WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway. TARGET: That TYRANIDS unit. EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units. |
1CP SQUIRMING MASSES Detachment: Biotide | WHEN: Your Movement phase, at the start of the Reinforcements step. TARGET: One ENDLESS MULTITUDE unit from your army that is in Reserves. EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army. RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge. |
1CP ONRUSHING HORDE Detachment: Biotide | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), 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 an attack targets your unit, subtract 1 from the Hit roll. |
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. |
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 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 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. |
1CP ENDLESS SWARM Detachment: Invasion Fleet | WHEN: Your Command phase. TARGET: Up to two Endless Multitude units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army. EFFECT: You can return up to D3+3 destroyed models to each of the selected units. |
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 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 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 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 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 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 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 BIO-ACID SURGE Detachment: Tyranid Attack | WHEN: Fight phase. TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and 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 [SUSTAINED HITS 1] ability. |
1CP PRESERVATION IMPERATIVE Detachment: Unending Swarm | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Endless Multitude 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 is treated as containing fewer than five models for the purpose of the [BLAST] ability. |
1CP SYNAPTIC GOADING Detachment: Unending Swarm | WHEN: Any phase, just before an Endless Multitude unit from your army that is within Synapse Range of your army makes a Surge move. TARGET: That ENDLESS MULTITUDE unit. EFFECT: 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. |
2CP UNENDING WAVES Detachment: Unending Swarm | WHEN: Any phase. TARGET: One Endless Multitude unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed. EFFECT: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength. RESTRICTIONS: Any destroyed Character units that were attached to your unit are not returned. You can only use this Stratagem once per battle. |
1CP TEEMING MASSES Detachment: Unending Swarm | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Endless Multitude 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 an attack targets your unit, subtract 1 from the Hit roll. |
1CP BOUNDING ADVANCE Detachment: Unending Swarm | WHEN: Your Movement phase. TARGET: One Endless Multitude unit from your army. EFFECT: 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. |
1CP SWARMING MASSES Detachment: Unending Swarm | WHEN: Your Shooting phase or the Fight phase. TARGET: One Endless Multitude unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED 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. |
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 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 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. |
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. |
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. |