Assimilation Swarm
Detachment Rules
Feed the Swarm
In your Command phase, each HARVESTER unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following:
- One model in that unit regains up to D3+1 lost wounds.
- One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.
Even as the beasts of the Assimilation Swarm stalk across the battlefield they make use of the abundant biomass yielded up by the prey world’s slow demise. Warrior organisms heal even the most grievous wounds in moments, or stagger upright and return to the fight after they seemed slain. A strain of revolting vitality flows through the Tyranid broods as though leeched direct from their dismayed victims.
Stratagems
Broodguard Impulse
When: Any phase.
Target: One HARVESTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll.
Reclaim Biomass
When: Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play.
Target: One HARVESTER unit from your army that is within 6" of that destroyed unit.
Effect: Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm).
Tyrannoformed
When: Command phase.
Target: One HARVESTER unit from your army that is within range of an objective marker you control.
Effect: That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Ablative Carapace
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One HARVESTER 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 the Feel No Pain 5+ ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.
Secure Biomass
When: Fight phase.
Target: One TYRANIDS unit from your army that 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 [LETHAL HITS] ability. If your unit is a HARVESTER unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
Rapacious Hunger
When: Your Fight phase.
Target: One TYRANIDS unit from your army that just destroyed an enemy unit.
Effect: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a HARVESTER unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
Enhancements
Regenerating Monstrosity — 20 pts
TYRANIDS model only (excluding MONSTERS models). The bearer’s unit can be regenerated up to twice per phase, instead of once.
Instinctive Defence — 15 pts
TYRANIDS model only. While the bearer is within 6" of one or more friendly HARVESTER units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability.
Biophagic Flow (Aura) — 10 pts
TYRANIDS model only. While a friendly HARVESTER model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly TYRANIDS unit that is within 9" of it, instead of one within 6".
Parasitic Biomorphology — 25 pts
TYRANIDS model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly HARVESTER units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
Crusher Stampede
Detachment Rules
Enraged Behemoths
Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding Battle-shocked units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.
In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. The surviving beasts are driven to fight with greater fury the more of their number that fall.
Stratagems
Corrosive Viscera
When: Your opponent’s Shooting phase or the Fight phase, just after a TYRANIDS MONSTER model from your army with the Deadly Demise ability that cannot Fly is destroyed.
Target: That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed.
Effect: Do not roll one D6 to determine whether mortal wounds are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.
Rampaging Monstrosities
When: Fight phase.
Target: One TYRANIDS MONSTER unit from your army that has not been selected to fight this phase.
Effect: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.
Savage Roar
When: Fight phase, just after an enemy unit has selected its targets.
Target: One TYRANIDS MONSTER unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.
Untrammelled Ferocity
When: Your Movement phase.
Target: One TYRANIDS MONSTER unit from your army that has not been selected to move this phase.
Effect: Until the end of the phase, each time a model in your unit makes a Normal, Advance or Fall Back move, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
■ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
■ It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is Battle-shocked.
Swarm-guided Salvoes
When: Your Shooting phase.
Target: One TYRANIDS MONSTER unit from your army that has not been selected to shoot this phase.
Effect: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.
Massive Impact
When: Your Charge phase, just after a TYRANIDS MONSTER model from your army ends a Charge move.
Target: That TYRANIDS MONSTER model.
Effect: Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
Enhancements
Ominous Presence — 15 pts
TYRANIDS MONSTER model only. Add 3 to the bearer’s Objective Control characteristic.
Enraged Reserves — 20 pts
TYRANIDS MONSTER model only. If the bearer is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 3+, do not remove it from play. It can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
Null Nodules — 10 pts
TYRANIDS MONSTER model only. Once per battle, when a Psychic Attack is allocated to the bearer, it can use this ability. If it does, until the end of the phase, the bearer has the Feel No Pain 5+ ability against Psychic Attacks.
Monstrous Nemesis — 25 pts
TYRANIDS MONSTER model only. Each time the bearer makes a melee attack that targets a MONSTER or VEHICLE unit, add 1 to the Wound roll.
Invasion Fleet
Detachment Rules
Hyper-adaptations
At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle.
Swarming Instincts
Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability.
Hyper-aggression
Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.
Hive Predators
Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability.
Every warrior organism is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to their prey.
Stratagems
Rapid Regeneration
When: Your opponent’s Shooting phase or the 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 the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
Adrenal Surge
When: Fight phase.
Target: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.
Effect: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Death Frenzy
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 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
Overrun
When: Fight phase, just before a TYRANIDS unit from your army Consolidates.
Target: That TYRANIDS unit.
Effect: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
Predatory Imperative
When: Your Command phase.
Target: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.
Effect: Select one Hyper-adaptation. Until the start of your next Command phase, that Hyper-adaptation is active for those selected units in addition to any other that may be active for your army.
Restrictions: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
Endless Swarm
When: Your Command phase.
Target: Up to two ENDLESS MULTITUDE units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army.
Effect: You can return up to D3+3 destroyed models to each of those selected units.
Enhancements
Alien Cunning — 30 pts
TYRANIDS model only. After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves.
Perfectly Adapted — 15 pts
TYRANIDS model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
Synaptic Lynchpin — 20 pts
TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.
Adaptive Biology — 25 pts
TYRANIDS model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
Subterranean Assault
Detachment Rules
Surprise Assault
Each time a TYRANIDS model from your army makes an attack, re-roll a Hit roll of 1.
Each time a BURROWER unit from your army is set up on the battlefield from Reserves, place a 40mm circular Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units.
In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units.
If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield.
Burrowing Tyranid bioforms burst from the ground in all their horror.
Stratagems
Adaptive Optimisation
When: Command phase.
Target: One MAWLOC or TRYGON unit from your army.
Effect: Until the start of your next Command phase, your unit has the SYNAPSE keyword.
Replenishing Swarms
When: Your Movement phase.
Target: One TYRANIDS unit from your army, wholly within 9" of one or more Tunnel Markers you placed.
Effect: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
Enfilading Emergence
When: End of your Movement phase.
Target: One TYRANIDS unit from your army that was set up as Reinforcements this turn.
Effect: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
Tunnel Network
When: End of your Movement phase.
Target: One TYRANIDS unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
Swarming Assault
When: Your Charge phase.
Target: One TYRANIDS MONSTER unit from your army that was set up as Reinforcements this turn.
Effect: Until the end of the phase, friendly TYRANIDS units within 6" of your unit can re-roll Charge rolls.
Retreat Below
When: End of your opponent’s Fight phase.
Target: One TYRANIDS unit or up to two BURROWER units from your army that are not within Engagement Range of one or more enemy units.
Effect: Remove your unit from the battlefield and place it into Strategic Reserves.
Enhancements
Synaptic Strategy — 15 pts
TYRANIDS model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
Tremor Senses — 20 pts
TYRANIDS model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Vanguard Intellect — 15 pts
TYRANIDS model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.
Trygon Prime — 20 pts
TRYGON model only. The bearer gains the SYNAPSE keyword. Improve the Strength and Weapon Skill characteristics of melee weapons equipped by the bearer by 1.
Synaptic Nexus
Detachment Rules
Synaptic Imperatives
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.
- Synaptic Augmentation**: While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save.
- Surging Vitality**: While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit.
- Goaded to Slaughter**: While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll.
The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser bioforms to hurl themselves at the prey, to fight on through fatal wounds or to attack with redoubled savagery.
Stratagems
The Smothering Shadow
When: Any phase, just after an enemy unit fails a Battle-shock test.
Target: One SYNAPSE unit from your army within 12" of that enemy unit.
Effect: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
Synaptic Channelling
When: Command phase.
Target: One SYNAPSE unit from your army.
Effect: 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.
Irresistible Will
When: Your Shooting phase or the Fight phase.
Target: 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.
Effect: 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.
Reinforced Hive Node
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One SYNAPSE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
Effect: 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.
Imperative Dominance
When: Your Command phase.
Target: One TYRANIDS unit from your army that is within Synapse Range of your army.
Effect: 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.
Override Instincts
When: Your Movement phase.
Target: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.
Effect: Your unit is eligible to shoot and declare a charge this turn.
Enhancements
Power of the Hive Mind — 10 pts
TYRANIDS PSYKER model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.
Psychostatic Disruption — 30 pts
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.
Synaptic Control — 20 pts
TYRANIDS SYNAPSE model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
The Dirgeheart of Kharis (Aura) — 15 pts
TYRANIDS SYNAPSE model only. While an enemy unit is within 9" of the bearer, worsen that unit’s Leadership characteristic by 1.
Unending Swarm
Detachment Rules
Insurmountable Odds
Each time an enemy unit is selected to shoot, after that unit has finished making its attacks, if one or more models from one or more ENDLESS MULTITUDE units from your army were destroyed as a result of those attacks, each such unit can make a Surge move. To do so, roll one D6: that unit can be moved a distance in inches up to the result, but that unit must end that move as close as possible to the closest enemy unit (excluding AIRCRAFT). When doing so, those models can be moved within Engagement Range of enemy units. A unit cannot make a Surge move while it is Battle-shocked.
When Hormagaunts, Termagants and other such expendable warrior organisms attack en masse they make up for their comparative fragility with sheer numbers. Coupled with the speed and ferocity of their onslaught – which only seems to increase as the prey try to gun the creatures down or drive them back – the gathered broods soon overrun even the most determined defenders.
Stratagems
Synaptic Goading
When: Any phase, just before an ENDLESS MULTITUDE unit from your army that is within Synapse Range of your army makes a Surge move.
Target: That ENDLESS MULTITUDE unit
Effect: When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit). All other rules for making Surge moves still apply.
Unending Waves
When: Any phase.
Target: One ENDLESS MULTITUDE unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.
Effect: Add a new unit to your army identical to your destroyed unit, in Strategic Reserves, at its Starting Strength.
Restrictions: Any destroyed CHARACTER units that were attached to your unit are not returned. You can only use this Stratagem once per battle.
Teeming Masses
When: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
Target: One ENDLESS MULTITUDE 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 an attack targets your unit, subtract 1 from the Hit roll.
Swarming Masses
When: Your Shooting phase or the Fight phase.
Target: One ENDLESS MULTITUDE unit from your army that has not been selected to shoot or fight this phase.
Effect: Until the end of the phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
Bounding Advance
When: Your Movement phase.
Target: One ENDLESS MULTITUDE unit from your army.
Effect: Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.
Preservation Imperative
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One ENDLESS MULTITUDE 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, your unit is treated as containing fewer than five models for the purpose of the [BLAST] ability.
Enhancements
Relentless Hunger — 20 pts
TYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit.
Naturalised Camouflage — 30 pts
TYRANIDS model only. At the start of the first battle round, select up to three friendly ENDLESS MULTITUDE units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack.
Piercing Talons — 25 pts
TYRANIDS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
Adrenalised Onslaught — 15 pts
TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".
Vanguard Onslaught
Detachment Rules
Questing Tendrils
TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. VANGUARD INVADER units with this ability are eligible to charge in a turn in which they Advanced.
In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.
Vanguard Prime
DEATHLEAPER loses the Hunter Organism rule and can be your WARLORD.
During the earliest stages of a Tyranid invasion, the rare bioform Imperial observers have named Deathleaper has been seen fulfilling a leadership and coordination role amongst the swarms. Employing pheromone trails and goading imperatives, the creature provides guidance to other warrior organisms that is the localised equivalent of synaptic control.
Stratagems
Surprise Assault
When: Your Shooting phase or the Fight phase, just after a VANGUARD INVADER unit from your army has selected its targets.
Target: That VANGUARD INVADER unit.
Effect: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
Assassin Beasts
When: Fight phase.
Target: One VANGUARD INVADER INFANTRY unit from your army that 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 [PRECISION] ability.
Seeded Broods
When: Your Movement phase.
Target: One TYRANIDS unit from your army that is in Reserves, or up to two VANGUARD INVADER units from your army that are in Reserves.
Effect: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
Hypersensory Scillia
When: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.
Target: Up to two VANGUARD INVADER units from your army that are within 9" of that enemy unit, or one other TYRANIDS INFANTRY unit from your army that is within 9" of that enemy unit.
Effect: Those selected units can each make a Normal move of up to 6".
Restrictions: You cannot target units that are within Engagement Range of one or more enemy units.
Unseen Lurkers
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One VANGUARD INVADER 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, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
Invisible Hunter
When: End of your opponent’s Fight phase.
Target: Up to two VANGUARD INVADER units from your army, or one TYRANIDS INFANTRY unit from your army.
Effect: Remove the targeted units from the battlefield and place them into Strategic Reserves.
Restrictions: The targeted units must be more than 3" away from all enemy units.
Enhancements
Hunting Grounds — 20 pts
TYRANIDS model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
Chameleonic — 15 pts
VANGUARD INVADER model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.
Stalker — 10 pts
VANGUARD INVADER model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.
Neuronode — 20 pts
TYRANIDS model only. After both players have deployed their armies, you can select up to three VANGUARD INVADER units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
Warrior Bioform Onslaught
Detachment Rules
Leader-beasts
TYRANID WARRIORS and WINGED TYRANID PRIME units from your army have a 5+ invulnerable save.
Tyranid Warriors are adapted to shepherd the hive fleet’s teeming swarms to war. Benefiting from heightened senses, hardened forms and great strength, they serve as ferocious beacons for and enforcers of the Hive Mind’s indomitable will.
Stratagems
Synaptic Amplification
When: Your Shooting phase or the Fight phase.
Target: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.
Effect: If that unit is a TYRANID WARRIORS unit, select up to one ENDLESS MULTITUDE unit from your army, that is not Battle‑shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re‑roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re‑roll a Hit roll of 1 as well.
Spontaneous Hypercorrosion
When: Your Shooting phase or the Fight phase.
Target:  One TYRANIDS unit from your army that has not been selected to shoot or fight this phase. 
Effect: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by TYRANID WARRIORS and WINGED TYRANID PRIME models in your unit.
Restorative Impulse
When: Your Command phase.
Target: One TYRANID WARRIORS unit from your army that is below its Starting Strength. 
Effect: Return 1 destroyed model (excluding CHARACTER models) to your unit.
Synaptic Micronodes
When: Your Movement phase.
Target: One TYRANID WARRIORS unit from your army.
Effect: Select one objective marker you control that your unit is within range of. That objective marker remains under your control until your opponent’s Level of Control over that objective marker is greater than yours at the end of a phase.
Parasitic Payload
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: Until the end of the phase, ranged weapons equipped by models in your unit have the [IGNORES COVER] ability. After your unit has resolved its shooting attacks this phase, select one enemy unit hit by one or more of those attacks. Until the end of the turn, models in that unit cannot have the Benefit of Cover.
Synaptic Shield
When: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
Target: One TYRANID WARRIORS unit from your army that was selected as the target of one or more of the attacking unit’s attacks. 
Effect:  If that unit is a TYRANID WARRIORS unit, select up to one ENDLESS MULTITUDE unit from your army, that is not Battle‑shocked, within 6" of it. Until the end of the phase, each time a ranged attack targets one of those units, if the Strength characteristic of that attack is greater than the Toughness characteristic of that unit, subtract 1 from the Wound roll.
Enhancements
Synaptic Tyrant — 10 pts
NEUROTYRANT model only. During the Declare Battle Formations step, the bearer can be attached to a TYRANID WARRIORS unit. 
Ocular Adaptation — 20 pts
WINGED TYRANID PRIME model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll.
Sensory Assimilation — 20 pts
WINGED TYRANID PRIME model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
Elevated Might — 30 pts
TYRANIDS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced.