TYRANIDS PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.
One SYNAPSE unit from your army within 12" of that enemy unit.
Any phase, just after an enemy unit fails a Battle-shock test.
Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
One SYNAPSE unit from your army.
Command phase.
Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
One SYNAPSE 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 SYNAPSE unit.
Your Shooting phase or the Fight phase.
Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
One SYNAPSE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
One TYRANIDS unit from your army that is within Synapse Range of your army.
Your Command phase.
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.
One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.
Your Movement phase.
Your unit is eligible to shoot and declare a charge this turn.
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 TYRANIDS unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle.
TYRANIDS PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.
TYRANIDS SYNAPSE model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield 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 battlefield this turn.
TYRANIDS SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
TYRANIDS SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that unit’s Leadership characteristic by 1.