FactionsLists
Support me on Ko-fi40k.app Discord server

GW, Games Workshop, Citadel, Black Library, Forge World, Warhammer, Warhammer 40,000, the ‘Aquila’ Double-headed Eagle logo, Space Marine, 40K, 40,000, Warhammer Age of Sigmar, Battletome, Stormcast Eternals, Warhammer: The Horus Heresy, the 'winged-hammer' Warhammer logo, White Dwarf, Blood Bowl, Necromunda, Space Hulk, Battlefleet Gothic, Mordheim, Inquisitor, and all associated logos, illustrations, images, names, creatures, races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights Rserved.

This website is not affiliated with or endorsed by Games Workshop Limited. All trademarks, service marks, trade names, product names, and logos appearing on the site are the property of their respective owners. The use of any third-party trademarks, logos, or brand names is for informational purposes only and does not imply an endorsement or sponsorship by the trademark owner.

Tyranids

Invasion Fleet

Rules
Stratagems
Enhancements
Alien Cunning
30 pts

TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS 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.

Perfectly Adapted
15 pts

TYRANIDS 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.

Synaptic Lynchpin
20 pts

TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.

Adaptive Biology
25 pts

TYRANIDS model only. The 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.

Hyper-adaptations

At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle.

Swarming Instincts

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability.

Hyper-aggression

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Hive Predators

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability.

1
Rapid Regeneration
Shooting & Fight Phase - Battle Tactic
Target

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

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

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.

2
Adrenal Surge
Fight Phase - Battle Tactic
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.

When

Fight phase.

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.

1
Death Frenzy
Fight Phase - Strategic Ploy
Target

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

When

Fight phase, just after an enemy unit has selected its targets.

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.

1
Overrun
Fight Phase - Strategic Ploy
Target

That TYRANIDS unit.

When

Fight phase, just before a TYRANIDS unit from your army Consolidates.

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".

1
Predatory Imperative
Command Phase - Strategic Ploy
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.

When

Your Command phase.

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.

Restriction

You cannot select the same Hyper-adaptation you selected at the start of the first battle round.

1
Endless Swarm
Command Phase - Strategic Ploy
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.

When

Your Command phase.

Effect

You can return up to D3+3 destroyed models to each of those selected units.