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Toxicrene

Tyranids

Keywords: Great Devourer • Toxicrene • Monster

Deadly Demise D3
Unit Profiles
ModelMTSvWLdOCInvuln
Toxicrene8"113+148+4
Deadly Demise D3
Melee Weapons
ProfileKeywordsRangeAWSBSSAPD
Massive toxic lashes — Melee
Anti-infantry 2+
Melee123+6-12
Ranged Weapons
ProfileKeywordsRangeAWSBSSAPD
Massive toxic lashes — Ranged
Anti-infantry 2+
9"2D63+6-12

Unit Composition

1 Toxicrene

This model is equipped with: massive toxic lashes.

Unit Abilities
Synapse
View Army Rule

If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:

■ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
■ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

Grasping Tendrils

Each time an enemy unit (excluding TITANIC units) within Engagement Range of one or more units from your army with this ability is selected to Fall Back, you can roll one D6: on a 3+, that enemy unit must Remain Stationary instead.

Hypertoxic Miasma

At the end of your Movement phase, roll one D6 for each enemy unit within 6" of this model: on a 2-3, that unit suffers 1 mortal wound; on a 4-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.

Core Abilities
Deadly Demise D3

Some models have ‘Deadly Demise x’ listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by ‘x’ (if this is a random number, roll separately for each unit within 6").

Stratagems by Detachment

Secure Biomass
1 CP
strategic Ploy

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
1 CP
battle Tactic

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.


Corrosive Viscera
1 CP
strategic Ploy

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
1 CP
battle Tactic

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
1 CP
battle Tactic

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
1 CP
strategic Ploy

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
1 CP
battle Tactic

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
1 CP
epic Deed

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.


Rapid Regeneration
1 CP
battle Tactic

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
2 CP
battle Tactic

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


Replenishing Swarms
1 CP
wargear

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


Imperative Dominance
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.


No matching stratagems for this unit.

Seeded Broods
1 CP
strategic Ploy

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
2 CP
strategic Ploy

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.


Invisible Hunter
1 CP
strategic Ploy

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.


Synaptic Amplification
1 CP
strategic Ploy

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
1 CP
wargear

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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
1 CP
strategic Ploy

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.