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1500 Nids (HTML)
Battle-forged CP [3CP]
Categories: N F O S
Detachment CP [5CP]
Categories: N F O S
Hive Fleet
Selections: Kraken
Categories: N F O S
Abilities: Hive Fleet Adaptations, Questing Tendrils
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as Codex:
Hive Fleet
every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends Tyranids
Adaptations
upon the hive fleet they are from, as shown in the table. p116
When a unit with this adaption Advances, roll three dice and pick the highest to add to the Move Codex:
Questing
characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back Tyranids
Tendrils
and charge in the same turn. p117
Codex:
Chameleonic KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target
Tyranids
Mutation this model.
p122
Death If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it Codex:
Throes lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Tyranids
Codex:
Heightened Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when
Tyranids
Senses firing Overwatch).
p124
Codex:
Psychic
A model with this ability has a 4+ invulnerable save. Tyranids
Barrier
p85
Codex:
Shadow in Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18" of any units
Tyranids
the Warp with this ability. TYRANID PSYKERS are not affected.
p82
During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it Codex:
Swooping
on the battlefield. At the end of any of your Movement phases it can swoop down - set it up anywhere Tyranids
Assault
that is more than 9" away from any enemy models. p85
Codex:
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE
Synapse Tyranids
FLEET> units with this ability.
p82
Psychic Warp
Range Details Ref
Power Charge
The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a Codex:
Psychic
5 18" PSYKER, roll two dice. If the result is higher than their Leadership characteristic, Tyranids
Scream
randomly select one of their psychic powers. They can no longer use that psychic power. p121
Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Codex:
The
6 24" Psychic phase, that unit must subtract 1 from their hit rolls and Leadership Tyranids
Horror
characteristic. p121
Codex:
Devourer with Assault
18" 6 0 1 - Tyranids
Brainleech Worms 6
p112
Each time the bearer fights, make one (and only one) Codex:
Prehensile Pincer
Melee Melee User 0 D3 attack with this weapon. This is in addition to the bearer's Tyranids
Tail
attacks. p111
Old One Eye [10 PL, 200pts]
Categories: F : <H F >, F :T , HQ, C ,M ,C
Abilities: Alpha Leader, Berserk Rampage, Immortal Battering Ram, Instinctive Behaviour, Regeneration, Unit: Old One Eye, Weapon:
Monstrous Crushing Claws, Monstrous Scything Talons, Thresher Scythe
Codex:
You can add 1 to hit rolls in the Fight phase for friendly <HIVE FLEET> CARNIFEX units that are within
Alpha Leader Tyranids
6" of this model.
p88
Each time you make a successful hit roll of 6+ for Old One Eye (except for the thresher scythe attack), Codex:
Berserk
you may immediately make 1 additional attack with the same weapon against the same unit. These Tyranids
Rampage
additional attacks do not confer extra attacks. p88
Immortal When Old One Eye finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers D3 Codex:
Battering mortal wounds. In addition, add 1 to all hit rolls for Old One Eye in the Fight phase if it charged in the Tyranids
Ram same turn. p88
Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit,
Codex:
Instinctive you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest
Tyranids
Behaviour visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any
p82
unit other than the nearest enemy unit.
Codex:
Regeneration At the beginning of each of your turns, this model heals one wound. Tyranids
p88
Monstrous Codex:
When attacking with this weapon, you must subtract 1 from the hit
Crushing Melee Melee x2 -3 3 Tyranids
roll.
Claws p111
Monstrous You can re-roll hit rolls of 1 when attacking with this weapon. If the Codex:
Scything Melee Melee User -3 3 bearer has more than one pair of monstrous scything talons, it can Tyranids
Talons make 1 additional attack with this weapon each time it fights. p111
Each time the bearer fights, it can make one (and only one) attack with Codex:
Thresher
Melee Melee 4 -1 1 this weapon. Make D3 hit rolls for this attack instead of one. This is in Tyranids
Scythe
addition to the bearer's attacks. p111
The Swarmlord [15 PL, 250pts]
Selections: Power: Catalyst, Power: Onslaught
Categories: F : <H F >, F :T , HQ, C ,M ,P ,H T ,S
Abilities: Blade Parry, Death Throes, Hive Commander, Psychic Barrier, Shadow in the Warp, Synapse, The Will of the Hive Mind,
Psychic Power: Catalyst, Onslaught, Psyker: The Swarmlord, Stat Damage - M, S & A: The Swarmlord (1), The Swarmlord (2), The
Swarmlord (3), Unit: The Swarmlord, Weapon: Bone Sabres, Prehensile Pincer Tail
Codex:
Blade Parry Add 1 to the Swarmlord's invulnerable saves against wounds caused by Melee weapons. Tyranids
p86
Death If this model is reduced to 0 wounds, roll a dice before removing it from the battlefield; on a 6, it Codex:
Throes lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds. Tyranids
In each of your Shooting phases, you can pick one friendly <HIVE FLEET> unit within 6" of the Codex:
Hive
Swarmlord. That unit can move (and Advance, if you wish) as if it were the Movement phase instead Tyranids
Commander
of shooting. p86
Codex:
Psychic
A model with this ability has a 4+ invulnerable save. Tyranids
Barrier
p86
Codex:
Shadow in Enemy PSKYERS must subtract 1 from any Psychic tests they make if they are within 18" of any units
Tyranids
the Warp with this ability. TYRANID PSYKERS are not affected.
p82
Codex:
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE
Synapse Tyranids
FLEET> units with this ability.
p82
Psychic Warp
Range Details Ref
Power Charge
Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Codex:
Catalyst 6 18" Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is Tyranids
ignored and the unit does not lose that wound. p121
Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn
Codex:
(even if it Advanced) without suffering any penalties to its hit rolls for moving and
Onslaught 6 18" Tyranids
shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In
p121
addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
Codex:
Bone Each time you make a wound roll of 6+ for this weapon, the
Melee Melee User -3 3 Tyranids
Sabres target suffers a mortal wound in addition to any other damage.
p111
Codex:
Prehensile Each time the bearer fights, make one (and only one) attack with
Melee Melee User 0 D3 Tyranids
Pincer Tail this weapon. This is in addition to the bearer's attacks.
p111
Codex:
Flurry of
Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. Tyranids
Claws
p89
If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in
your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead
of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is Codex:
Infestation destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the Tyranids
battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a p89
friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still
lurking when the last friendly infestation node is removed, the unit is destroyed.
Codex:
Lightning
Models in this unit have a 5+ invulnerable save. Tyranids
Reflexes
p89
Codex:
Swift and
Models in this unit can charge even if they Advanced during its turn. Tyranids
Deadly
p89
Codex:
Rending Each time you make a wound roll of 6+ for this weapon, that hit is
Melee Melee User -1 1 Tyranids
Claws resolved with an AP of -4.
p111
You can re-roll hit rolls of 1 when attacking with this weapon. If the Codex:
Scything
Melee Melee User 0 1 bearer has more than one pair of scything talons, it can make 1 Tyranids
Talons
additional attack with this weapon each time it fights. p111
Genestealers [16 PL, 204pts]
Categories: F : <H F >, F :T ,I ,G ,T
Abilities: Flurry of Claws, Infestation, Lightning Reflexes, Swift and Deadly
Codex:
Flurry of
Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models. Tyranids
Claws
p89
If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in
your deployment zone when your army deploys. You can then set up any Genestealers lurking, instead
of placing them on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is Codex:
Infestation destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the Tyranids
battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a p89
friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still
lurking when the last friendly infestation node is removed, the unit is destroyed.
Codex:
Lightning
Models in this unit have a 5+ invulnerable save. Tyranids
Reflexes
p89
Codex:
Swift and
Models in this unit can charge even if they Advanced during its turn. Tyranids
Deadly
p89
Codex:
Rending Each time you make a wound roll of 6+ for this weapon, that hit is
Melee Melee User -1 1 Tyranids
Claws resolved with an AP of -4.
p111
You can re-roll hit rolls of 1 when attacking with this weapon. If the Codex:
Scything
Melee Melee User 0 1 bearer has more than one pair of scything talons, it can make 1 Tyranids
Talons
additional attack with this weapon each time it fights. p111
During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At Codex:
Burrowers the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere Tyranids
that is more than 9" from any enemy models. p91
Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you
Codex:
Instinctive must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible
Tyranids
Behaviour enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other
p82
than the nearest enemy unit.
Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you
Codex:
Instinctive must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible
Tyranids
Behaviour enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other
p82
than the nearest enemy unit.
This weapon can target unit that are not visible to the bearer. In addition, Codex:
Impaler Heavy
36" 8 -2 D3 units attacked by this weapon do not gain any bonus to their saving throws Tyranids
Cannon 2
for being in cover. p112
Venomthropes [5 PL, 90pts]
Selections: 3x Venomthrope [90pts]
Categories: F : <H F >, F :T ,E ,F ,I
Abilities: Instinctive Behaviour, Shrouding Spores, Toxic Miasma
Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> Synapse unit, you
Codex:
Instinctive must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible
Tyranids
Behaviour enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other
p82
than the nearest enemy unit.
Your opponent must subtract 1 from hit rolls for ranged weapons that target <HIVE FLEET> units
(excluding MONSTERS) within 6" of any friendly <HIVE FLEET> Venomthropes. In adition, your opponent Codex:
Shrouding
must subtract 1 from hit rolls that target <HIVE FLEET> MONSTERS whilst they are within 6" of any Tyranids
Spores
<HIVE FLEET> Venomthrope units that contain 3 or more models. Increase the range of both these p95
effects to 9" whilst this unit contains 6 models.
Codex:
Toxic At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any Venomthropes. On a 5+, that
Tyranids
Miasma unit suffers a mortal wound.
p95
You can re-roll failed wound rolls for this weapon. A model armed
Toxic with this weapon always attacks first in the Fight phase, even if it Codex:
Lashes Melee Melee User 0 D3 didn't charge. If the enemy has units that have charged, or that have Tyranids
(Melee) a similar ability, then alternate choosing units to fight with, starting p111
with the player whose turn is taking place.
Toxic This weapon can be fired within 1" of an enemy unit, and can target Codex:
Assault
Lashes 6" User 0 D3 enemy units within 1" of friendly units. In addition, you can re-roll Tyranids
2
(Shooting) failed wound rolls for this weapon. p113