This section details army special rules including Tyranids Special Rules and Warlord Traits.
Tyranids Special RulesInstinctive Behaviour
Feed
Hunt
Lurk
Shadow in the Warp
Synapse Creature
Special Rules‘It’s after me!’Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that model’s Leadership is reduced by the result.‘Where is it?’Enemy models can only fire Snap Shots when targeting Deathleaper.Alien CunningWhilst the Swarmlord is alive, you must add 1 to your Reserve Rolls.Alpha LeaderAny friendly unit within 12" of Old One Eye can choose to use Old One Eye’s Leadership for any Morale or Leadership tests they are required to make.Alpha WarriorAll Tyranid Warriors or Tyranid Shrikes in the same unit as a Tyranid Prime use its Weapon Skill and Ballistic Skill rather than their own, unless their own would be higher for any reason.AssimilateIf this weapon’s close combat attacks cause an enemy model to be removed as a casualty, the model equipped with the Maw-claws of Thyrax gains the Preferred Enemy special rule against all units chosen from the same codex as the model removed as a casualty.Berserk RampageFor every successful To Hit roll that Old One Eye makes in close combat (excluding those from its thresher scythe), it may immediately make one additional Attack against the same unit. These additional Attacks do not confer extra Attacks.Blade ParryThe Swarmlord has a 4+ invulnerable save against Wounds caused by Melee weapons.Blind RampageIf a Hive Tyrant (or The Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), from the end of that turn the surviving Tyrant Guard have the Furious Charge and Rage special rules for the remainder of the battle.Bounding LeapUnits entirely composed of models with this special rule Run an additional 3" (this will normally be D6+3").Brood ProgenitorAll Termagants in units within 12" of the Tervigon have the Counter-attack special rule.BurrowAn unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.Chameleonic SkinA Lictor does not scatter when arriving from Deep Strike Reserve.Feeder-beastIf a Haruspex inflicts at least one unsaved Wound in the Assault phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.Floating DeathSpore Mines move 3" in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! To resolve this, centre the large blast marker over any one of the unit’s Spore Mines. Every other unit (friend or foe) under the blast marker suffers a number of hits equal to the number of its models under the blast marker. The Strength of these hits is equal to 4, but is increased by 1 for each additional Spore Mine in the detonating cluster (to a maximum of Strength 10). These hits are resolved at AP4 and ignore cover saves. Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties. Hive CommanderFor each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule.HomingImpaler cannons can be fired at targets out of the unit’s line of sight.Indescribable HorrorUnits taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.Life DrainAny To Wound roll of a 6 made by this weapon has the Instant Death special rule.Living Battering RamWhen this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.Living BombSpore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.Old AdversaryThis Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat.Pheromone TrailIf a friendly unit with the Tyranids Faction arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6" of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.Plasma ScreamPlace the hellstorm template so that the narrow end is touching the base of one of the Carnifexes taking part in the attack. X is equal to the number of Carnifexes that are taking part. For example, if three Carnifexes were taking part, the plasma scream would have a Strength of 7.Psychic BroodA Zoanthrope brood follows all the rules for Brotherhood of Psykers except that the unit has a Mastery Level of 2. In addition, if a brood of Zoanthropes uses the Warp Blast power, the number of shots fired is equal to the number of Zoanthropes in that brood.For example, a brood of three Zoanthropes that successfully manifested Warp Blast would treat both the Burst and Lance profiles as Assault 3. Raking StrikeA Hive Crone’s Vector Strike is resolved at Strength 8.Rapacious HungerIn the turn in which a Haruspex charges, every unsaved Wound that it inflicts in close combat immediately allows it to make an additional Attack. These bonus Attacks cannot generate further Attacks. Wounds that inflict Instant Death only generate one bonus Attack. Note that Wounds caused by its Hammer of Wrath, acid blood or tail biomorph do not benefit from this rule.SeekingIf a model makes a shooting attack with this weapon against either a Zooming Flyer or a Swooping Flying Monstrous Creatures, it re-rolls failed To Hit rolls made with this weapon.ShieldwallA single Hive Tyrant (or The Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls.Sonic ScreechWhen a Harpy charges into combat, all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.Spawn TermagantsAt the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6" of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1" of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded.The spawned unit cannot move during the Movement phase in which it is spawned, nor can it charge this turn, but it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options. If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game. Spore BombUnlike other weapons, Spore Mine cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, centre the large blast marker on any one model the Harpy has passed over that turn and scatter it D6". Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the profile above.Spore BurstIf, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models anywhere under the blast marker so that they are in unit coherency and not within impassable terrain or 1" of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.
Spore CloudAll friendly models with the Tyranids Faction that are within 6" of at least one Venomthrope have the Shrouded special rule.Subterranean AssaultIf, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn. If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6" of the centre of the marker and in unit coherency. These models cannot be placed within 1" of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run. Swallow WholeIf The Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.If you choose to do so, no To Wound rolls are made for any of the Red Terror’s Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally. Swarm LeaderAt the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit with the Tyranids Faction within 18" of the Swarmlord. Then, choose one of the following special rules: Furious Charge, Monster Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn.SwiftstrikeA model attacking with this weapon has a +3 bonus to its Initiative during the Fight sub-phase.Symbiotic TargetingIf an Exocrine does not move in its Movement phase, it gains a +1 bonus to its Ballistic Skill until the end of its turn. An Exocrine cannot declare a charge during the same turn that it uses this special rule.Synaptic BacklashIf a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12" of the Tervigon immediately suffers a number of Strength 3 AP`-` hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.Terror From the DeepWhen arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, roll on the Deep Strike Mishap table. The Scuttling SwarmFor every Termagant Brood of 30 models included in a detachment, you can include one Tervigon as a troops choice instead of an HQ choice in that detachment.VolatileIf a Pyrovore is slain by a Wound that inflicted Instant Death, every unit suffers a Strength 3 AP`-` hit for each model (excluding Pyrovores) within D6" of the slain Pyrovore (resolve damage before removing the Pyrovore as a casualty).Warp FieldA model with this rule has a 3+ invulnerable save.AgileIn the Shooting phase, this model can choose to either:Bio-titan Warp FieldThe Hierophant has a 6+ invulnerable save.Gargoyle BroodThe Harridan may act as an Open-topped Transport for a single brood of up to 20 Gargoyles. If the Harridan is slain while Gargoyles are being transported, each Gargoyle takes an Initiative test. Those that fail the Initiative test are removed as casualties. Then, remove the Harridan model and place the surviving Gargoyles in the space it used to occupy, more than 1" from any enemy models. The brood acts normally from then on.Infested RuinsPhodian Hive Warriors do not suffer the penalty to their Initiative for charging through ruins but fight at their normal Initiative. Furthermore, models without the Tyranids Faction treat all ruins terrain within 12" of a Phodian Hive Warrior as dangerous terrain.Wall of FireThis ranged attack automatically targets and hits all enemy units (including Flyers and Flying Monstrous Creatures) within the attack’s maximum range, regardless of line of sight, being locked in combat, intervening models/terrain and so on.Drifting DeathTyrannocytes cannot Run or charge. They can consolidate but may not make a Sweeping Advance.HypertoxicAny hit inflicted by this model that has the Poisoned special rule (including any hits caused by its choking cloud) gains the Instant Death special rule on a To Wound roll of a 6.Immobile PodA model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.Instinctive FireEach weapon on this model automatically fires at the nearest enemy unit within range and line of sight. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.Massive Floating BombEach Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4. Increase the Strength of the attack for additional Mucolid Spores as for Spore Mines.Predatory SentienceWhen making armour penetration rolls against vehicles that are Open-topped or that have lost 1 or more of their Hull Points this weapon has the Armourbane special rule.Psychic BarrierA model with this special rule has a 5+ invulnerable save.Psychic ResonatorAny friendly Synapse Creature within 6" of this model adds 6" to its synapse range.SkyblastMucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Flying Monstrous Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described in Massive Floating Bomb special rule. Hits on Zooming Flyers are always resolved against the target model’s side armour.Spore NodeA model with this special rule can produce a Spore Mine Cluster with three Spore Mines in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6" of the model, in unit coherency and not in impassable terrain or within 1" of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.Once per battle, a Sporocyst can produce a single Mucolid Spore instead of a Spore Mine Cluster. This is placed in the same way as a Spore Mine Cluster. Transport SporeA Tyrannocyte does not use up a slot on the Force Organisation Chart. It can carry a single unit with the Tyranids Faction and has a Transport Capacity of 20 – Monstrous Creatures count as 20 models for the purposes of Transport Capacity. Declare which unit is being carried during deployment.A Tyrannocyte always enters play using the Deep Strike rules. If, when a Tyrannocyte Deep Strikes, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. Once a Tyrannocyte Deep Strikes, a unit carried by it must disembark. Place the unit such that every model is wholly within 6" of the Tyrannocyte and none are within 1" of an enemy or within impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but can shoot or Run. No unit can embark inside a Tyrannocyte for the rest of the game. Psychic BroodIf a Zoanthrope Brood uses the Warp Blast power the number of shots fired is equal to the number of Zoanthropes and Neurothropes in that brood.Warlord TraitsWhen generating its Warlord Traits, a Tyranid Warlord may either roll on one of the Warlord Traits tables in the Warhammer 40,000 rulebook, or instead roll on the Warlord Traits table presented here.
Innate Understanding
Leviathan Warlord TraitsWhen generating its Warlord Traits, a Tyranid Warlord may choose to roll on the table below instead of on those found in Warhammer 40,000: The Rules or Codex: Tyranids.
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