Tyranid Horde

For Standard games, select 90 wounds worth of models Synapse: Each time this operative is activated, if it is injured and within 6" of a friendly SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured. While this operative is injured and within 6" of a friendly SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.

Tyranid Horde

Common Abilities and Options

Behaviour:
When activated, if this NPO can perform either of its first two actions during that activation, give it an Engage order.

If it cannot, give it a Conceal order.

  • Charge the closest enemy operative via the shortest route possible.
  • Fight
  • Shoot
  • Reposition to heavy terrain. If possible, to a location where there is a valid target that is not obscured, if not, where there is an objective marker visible to this NPO.
  • Dash to cover.

Diminutive:
This NPO cannot be a valid target for shooting attacks if it is not the closest operative in line of sight.

Demolitions:
Ignore the Hot weapon rule when this NPO is performing a Shoot action at operatives within 8".

Frenzied:
This NPO can perform two Fight actions during its activation.

Infiltrator:
This operative can perform the Charge action while it has a Conceal order.

Operatives

1. Neurogaunts
Diminutive Trooper
A 2
M 6"
S 5+
W 5/5
Weapons
ATK
HIT
DMG
Knife
3
4+
2/3
Abilities
BehaviourDiminutive
Notes

Neurocytes: While this unit is within Synapse Range of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the SYNAPSE keyword.

DIMINUTIVE, NPO, TROOPER
2. Ripper Swarms
Diminutive Warrior
A 2
M 6"
S 4+
W 7/7
Weapons
ATK
HIT
DMG
Sidearm (Rng 8")
3
4+
2/3
Abilities
BehaviourDiminutive
Notes

Chitinous Horrors: While an enemy unit is within Control Range of this unit, That enemy model's APL is considered 1 less when determining objective control. Note that this is not a modifier of the model's total APL.

DIMINUTIVE, NPO, WARRIOR
3. Termagants
Soldier Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Firearm
4
4+
3/4
Abilities
BehaviourSoldier

Soldier: Treat this NPO's APL state as being 1 higher when an objective marker is within its control zone.

SOLDIER, NPO, TROOPER
4. Spikegaunt
Shooter Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scoped Firearm (Dev1)
3
3+
3/3
Abilities
BehaviourShooter

Shooter: This NPO can perform two Shoot actions if it is on Vantage terrain.

SHOOTER, NPO, TROOPER
5. Termagant Gunners
Demolition Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Volatile Weapon (Hot)
4
4+
4/6
Abilities
BehaviourDemolitions
DEMOLITIONS, NPO, TROOPER
6. Spinefist Gaunts
Fighter Trooper
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Sidearm (Rng 8")
3
4+
2/3
Abilities
BehaviourFighter

Fighter: This NPO can perform two Fight actions if an objective marker is within its control zone.

FIGHTER, NPO, TROOPER
7. Genestealers
Frenzied Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Blades (Ceaseless)
5
3+
3/4
Abilities
BehaviourFrenzied
Notes

Hidden Horror: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).

FRENZIED, NPO, WARRIOR
8. Barbgaunts
Demolition Warrior
A 2
M 6"
S 4+
W 8/8
Weapons
ATK
HIT
DMG
Volatile Weapon (Hot)
4
4+
4/6
Abilities
BehaviourDemolitions
Notes

Disruption Bombardment: This operative's ranged weapon has the Stun effect.

DEMOLITIONS, NPO, WARRIOR
9. Leapers
Infiltrator Tough
A 2
M 6"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Combat Blade (Balanced)
4
3+
3/4
Abilities
BehaviourInfiltrator
Notes

Pouncing Leap: If an enemy unit ends it's turn within 6" of this unit, it may perform a free charge action against that unit, regardless if it has performed a charge action this Turning Point. This operative cannot perform this action while within control range of an enemy operative.

INFILTRATOR, NPO, TOUGH
10. Tyranid Warriors
Soldier Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Heavy Firearm (Prc1)
3
3+
3/4
Abilities
BehaviourSoldier 3"
Notes

Synapse: Each time this operative is activated, if it is injured and within 6" of a friendly SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured. While this operative is injured and within 6" of a friendly SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.

Soldier 3": Treat this NPO's APL state as being 1 higher when it is within 3" of an objective marker.

SOLDIER, NPO, HEAVY
11. Warrior Gunner
Demolition Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Heavy Volatile Weapon (Hot, Blast 2")
4
3+
5/6
Abilities
BehaviourConcentrated FireDemolitions
Notes

Synapse: Each time this operative is activated, if it is injured and within 6" of a friendly SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured. While this operative is injured and within 6" of a friendly SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.

Concentrated Fire: This NPO can perform two Shoot actions when it is within 8" of a valid target.

DEMOLITIONS, NPO, HEAVY
12. Lictor
Infiltrator Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Combat Blade (Balanced)
4
2+
3/4
Abilities
BehaviourInfiltrator
Notes

Hidden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

INFILTRATOR, NPO, HEAVY
13. Winged Prime
Frenzied Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Combat Blades (Relentless)
5
3+
3/4
Abilities
BehaviourFrenzied
Notes

This model has the FLY keyword Synapse: Each time this operative is activated, if it is injured and within 6" of a friendly SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured. While this operative is injured and within 6" of a friendly SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.

FRENZIED, NPO, HEAVY
14. Broodlord
Frenzied Heavy
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Combat Blades (Relentless)
5
3+
3/4
Abilities
BehaviourFrenzied
Notes

Synapse: Each time this operative is activated, if it is injured and within 6" of a friendly SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured. While this operative is injured and within 6" of a friendly SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured. Hypnotic Gaze (Psychic): Enemy operatives within this model's Control Range have -1 to their Hit stat of equipped weapons.

FRENZIED, NPO, HEAVY

Equipment

Ploys

Tac Ops