Cataclysm in the Abyss

Tyranids

Faction detachments for Boarding Actions

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Tyranid Attack

Mustering a Boarding Patrol

You can include up to two of the following unit:
You can include up to two of each of the following units:
You can include up to one of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Xeno-Terror

To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror of the Shadow in the Warp that wreathes them, is more than some can stand.

When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn.

Stratagems

BIO-ACID SURGE
1CP
Tyranid Attack – Battle Tactic Stratagem
Triggered by synaptic imperative, these warrior organisms'weapon limbs secrete dripping gouts of virulent bio-acid.
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.
PHAGIC SPORES
1CP
Tyranid Attack – Wargear Stratagem
In death, these warrior organisms release billowing clouds of hideously corrosive spores that reduce nearby prey to bubbling organic slicks.
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS 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 as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 mortal wound; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play.
EXPENDABLE BIOMASS
1CP
Tyranid Attack – Strategic Ploy Stratagem
The Tyranids will expend the lives of their lesser organisms in droves provided it results in their prey’s defeat.
WHEN: Your Shooting phase.

TARGET: One TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army that has not been selected to shoot this phase.

EFFECT: Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SWARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 mortal wounds.
HIVE SIGHT
1CP
Tyranid Attack – Strategic Ploy Stratagem
It is whispered amongst the fearful prey species that if one Tyranid can see you, they all can...
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Synaptic Goad

This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leading warrior organisms, driving them on to greater speed and aggression.

In your Command phase, select one friendly TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit.

Reinforced Carapace

Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has a dull glint that hints at its formidable resilience.

Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit).

Boarding Swarm

Mustering a Boarding Patrol

You can include up to two of the following units (duplicate are not allowed):
You can include up to two of each of the following units:

Forming Boarding Squads


Rules Adaptations


Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Priority Predation

As these cunning vanguard predators move deeper into the prey vessel, they adapt their hunting patterns at need. They run down those victims worthy of slaughter while leaving lesser enemies to flee into the dark even as the Tyranids move away in search of far worthier prey.

Each time an enemy unit within Engagement Range of one or more TYRANIDS units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those TYRANIDS units, if there are no other enemy units within Engagement Range of it, it can make a Normal move of up to 3".

Stratagems

LITLERS
1CP
Boarding Swarm – Battle Tactic Stratagem
These warrior organisms employ agility and stealth in place of resilience, weaving around their victims' blows and exploiting the tangled internal structures of the voidship to their advantage.
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, models in your unit have a 5+ invulnerable save.
ADRENALISED SLAUGHTER
1CP
Boarding Swarm – Strategic Ploy Stratagem
These organisms contain additional adrenal biomorphs, which send them into a final killing frenzy just before death.
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 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.
TALON-TIP SWARM
1CP
Boarding Swarm – Strategic Ploy Stratagem
As they break the prey's lines, these organisms seek key strategic sites to tear apart.
WHEN: Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit.

TARGET: That TYRANIDS unit.

EFFECT: If your unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army.
PREDATORY POUNCE
1CP
Boarding Swarm – Strategic Ploy Stratagem
The internal hatchways of prey voidships make excellent ambush sites for vanguard organisms.
WHEN: Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

TARGET: One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units.

EFFECT: Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Monoform Predators

These hunter organisms are already perfectly tailored to their task. The Hive Mind does not waste biomass in altering them further.

TYRANIDS models in this Detachment cannot be given Enhancements.

Biotide

Mustering a Boarding Patrol

You can include up to two of the following unit:
WINGED TYRANID PRIME
You can include up to three of each of the following units:
HORMAGAUNTS (10 models)
NEUROGAUNTS (10 models)
RIPPER SWARMS (3 models)
TERMAGANTS (10 models)

Forming Boarding Squads


Rules Adaptations


Army Rule

Synaptic Web

The internal structures of voidships are no obstacle to the insidious reach of the Hive Mind.

Units from your army with the Shadow in the Warp ability retain that ability.

Units from your army with the Synapse ability retain that ability and gain this one.

When measuring whether a unit from your army is within Synapse Range of a friendly SYNAPSE model, Walls and closed Hatchways are ignored.

Detachment Rule

Unstoppable Swarm

This massed swarm of warrior organisms spills over and around one another as they advance, chitinous killers packing corridors floor to ceiling and bursting open hatchways with sheer weight of numbers.

Each time a TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off.

Stratagems

LIVING AVALANCHE
1CP
Biotide – Strategic Ploy Stratagem
This hatchway does not so much slide open as burst asunder like a breached dam, warrior organisms spilling forth from it in a heaving mass.
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.
SQUIRMING MASSES
1CP
Biotide – Strategic Ploy Stratagem
Like water flowing through every available gap and channel, the Tyranids squeeze through ducts and vents to spill out in the midst of the prey.
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.
SWARM HUNTERS
1CP
Biotide – Battle Tactic Stratagem
These Termagants act like a single, many-limbed, many-weaponed organism, squirming around one another to level the most firepower possible.
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll.
ONRUSHING HORDE
1CP
Biotide – Battle Tactic Stratagem
Surging toward their victims in a swift mass of screeching maws and lashing talons, the Tyranids are a panic-inducing sight.
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.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Synaptic Beacon

Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anchors all the swarms flowing about it.

While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.

Hypersurge Gland

This internal symbiote can expend itself in a single flood of aggression stimulants and drive its host into a sudden, accelerated attack against a key target.

Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase.

Infestation Swarm

Mustering a Boarding Patrol

When selecting this Detachment, you must select either the TYRANIDS or GENESTEALER CULTS keyword.
If you selected TYRANIDS, you can include up to one of the following unit:
If you selected TYRANIDS, you can include up to three of the following unit:


If you selected GENESTEALER CULTS, you can include up to one of the following unit:
If you selected GENESTEALER CULTS, you can include up to three of the following unit:

Rules Adaptations


Army Rule

Auspex Ghosts

All the enemy see are half-glimpsed darting shadows, or partial returns of contact blips on sensor-screens. At least, that is, until the Genestealers are in position to pounce...

Units from your army with the SYNAPSE or Cult Ambush abilities replace those abilities with this one.

In the Deploy Armies step, your opponent must set up their entire army before you set up any of your units. If both players have a rule that allows them to do this, both players set up their units normally.

Detachment Rule

Half-Glimpsed Shadows

Possessed of alien cunning and unnatural stealth, Genestealers are able to fade back into the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.

Each time a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.

Stratagems

HYPERADRENAL REFLEXES
1CP
Infestation Swarm – Battle Tactic Stratagem
Goaded by the biostimulants surging through their bodies, these warrior organisms evade their enemies'attacks with unbelievable swiftness.
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One GREAT DEVOURER 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 a 4+ invulnerable save.
PERVASIVE DREAD
1CP
Infestation Swarm – Strategic Ploy Stratagem
With the death of their leader, the surviving prey feel an ominous sense of doom press down upon them, heightened by subtle psionic assault.
WHEN: Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army.

TARGET: That GREAT DEVOURER unit.

EFFECT: In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.
HUNTING GROUNDS
1CP
Infestation Swarm – Strategic Ploy Stratagem
Genestealers on the hunt are relentless, squirming through hatches before they have even half opened.
WHEN: Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway.

TARGET: That GREAT DEVOURER unit.

EFFECT: Your unit can make a Normal move of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.
OUTFLANK
1CP
Infestation Swarm – Strategic Ploy Stratagem
Swarms of Genestealers crawl through vents and ducts as they seek to outflank their prey.
WHEN: End of your opponent’s Fight phase.

TARGET: One GENESTEALERS or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.

Enhancements

We are not using enhancements from Boarding Actions in the crusade. These are here for reference only!

Click to view
Stalking Menace

Soon after this nightmarish predator vanishes from sight, its victims feel the hot reek of its breath upon the napes of their necks in the instant before it strikes.

Once per battle, at the end of your opponent’s Fight phase, if the bearer is not within Engagement Range of one or more enemy units, it can use this Enhancement. If it does, remove the bearer from the battlefield and place it into Strategic Reserves. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase as if it had the Deep Strike ability. If this is not possible, the bearer is destroyed. When the bearer is set back up on the battlefield, until the end of the turn, it cannot declare a charge.

Psi-spoor Sensitivity

Able to taste its prey’s terrified mental signatures like pheromones, there is nowhere to hide from this beast.

Each time the bearer declares a charge, it can target enemy units that are not visible to it.