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:
- TYRANID WARRIORS WITH
MELEE BIO-WEAPONS (3 models)
- TYRANID WARRIORS WITH
RANGED BIO-WEAPONS (3 models)
You can include up to one of each of the following units:
- HORMAGAUNTS (10 models)
- NEUROGAUNTS (10 models)
- RIPPER SWARMS (3 models)
- TERMAGANTS (10 models)
Forming Boarding Squads
- The following units do not split into separate units in the Form Boarding Squads step:
- HORMAGAUNTS
- NEUROGAUNTS
- TERMAGANTS
Rules Adaptations
- ENDLESS MULTITUDE and RIPPER SWARMS units from your army are ignored for the purposes of determining
visibility for friendly TYRANIDS models that do not have the ENDLESS
MULTITUDE or RIPPER SWARMS
keyword.
- You can give the TYRANID PRIME models in TYRANID WARRIORS WITH MELEE BIO-WEAPONS and TYRANID WARRIORS WITH RANGED BIO-WEAPONS units Enhancements as if
they were CHARACTER models.
- TYRANID WARRIORS WITH MELEE BIO-WEAPONS and TYRANID
WARRIORS WITH RANGED BIO-WEAPONS units can perform the Secure Site Tactical Manoeuvre as if they
had the BATTLELINE keyword.
- ENDLESS MULTITUDE units cannot perform the Secure Site
Tactical Manoeuvre.
- The RIPPER SWARMS unit loses the Deep Strike ability.
- The TERMAGANTS unit loses the Skulking Horrors ability.
- The WINGED TYRANID PRIME
model loses the Deep Strike ability.
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
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
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
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
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). |
Mustering a Boarding Patrol
You can include up to two of the following units (duplicate are not
allowed):
- DEATHLEAPER
- LICTOR
- NEUROLICTOR
You can include up to two of each of the following units:
- HORMAGAUNTS (10 models)
- RAVENERS (3 models)
- VON RYAN’S LEAPERS (3 models)
Forming Boarding Squads
- Do not split HORMAGAUNTS units into separate units in the Form Boarding
Squads step.
Rules Adaptations
- HORMAGAUNTS units cannot perform the Secure Site Tactical Manoeuvre.
- The LICTOR model loses the Pheromone Trail ability.
- The RAVENERS unit loses the Death From Below ability.
- The VON RYAN’S LEAPERS
unit loses the Pouncing Leap ability.
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
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
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
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
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. |
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
- The following units do not split into separate units in the Form Boarding Squads step:
- HORMAGAUNTS
- NEUROGAUNTS
- TERMAGANTS
Rules Adaptations
- The RIPPER SWARMS unit loses the Deep Strike
ability.
- The TERMAGANTS unit loses the Skulking Horrors ability.
- The WINGED TYRANID PRIME
model loses the Deep Strike ability.
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
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
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
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
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. |
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:
- GENESTEALERS (5 or 10 models).
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:
- PURESTRAIN GENESTEALERS (5 or 10 models)
Rules Adaptations
- GENESTEALERS and PURESTRAIN GENESTEALERS
units can perform the Secure Site Tactical Manoeuvre as if they had the BATTLELINE
keyword.
- The PURESTRAIN GENESTEALERS unit loses the Swift and
Deadly
ability.
- All models lose the Deep Strike ability.
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
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
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
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
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. |
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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.
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