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
A 2
M 6"
S 5+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Knife | 3 | 4+ | 2/3 |
Abilities
BehaviourDiminutiveNotes
Neurocytes: While this unit is within Synapse Range of a friendly TYRANIDS unit (excluding NEUROGAUNT units), it has the SYNAPSE keyword.
2. Ripper Swarms
A 2
M 6"
S 4+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sidearm (Rng 8") | 3 | 4+ | 2/3 |
Abilities
BehaviourDiminutiveNotes
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.
3. Termagants
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Firearm | 4 | 4+ | 3/4 |
Abilities
BehaviourSoldier4. Spikegaunt
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scoped Firearm (Dev1) | 3 | 3+ | 3/3 |
Abilities
BehaviourShooter5. Termagant Gunners
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volatile Weapon (Hot) | 4 | 4+ | 4/6 |
Abilities
BehaviourDemolitions6. Spinefist Gaunts
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Sidearm (Rng 8") | 3 | 4+ | 2/3 |
Abilities
BehaviourFighter7. Genestealers
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Blades (Ceaseless) | 5 | 3+ | 3/4 |
Abilities
BehaviourFrenziedNotes
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).
8. Barbgaunts
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Volatile Weapon (Hot) | 4 | 4+ | 4/6 |
Abilities
BehaviourDemolitionsNotes
Disruption Bombardment: This operative's ranged weapon has the Stun effect.
9. Leapers
A 2
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blade (Balanced) | 4 | 3+ | 3/4 |
Abilities
BehaviourInfiltratorNotes
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.
10. Tyranid Warriors
A 3
M 6"
S 3+
W 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.
11. Warrior Gunner
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heavy Volatile Weapon (Hot, Blast 2") | 4 | 3+ | 5/6 |
Abilities
BehaviourConcentrated FireDemolitionsNotes
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.
12. Lictor
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blade (Balanced) | 4 | 2+ | 3/4 |
Abilities
BehaviourInfiltratorNotes
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.
13. Winged Prime
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blades (Relentless) | 5 | 3+ | 3/4 |
Abilities
BehaviourFrenziedNotes
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.
14. Broodlord
A 3
M 6"
S 3+
W 14
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Combat Blades (Relentless) | 5 | 3+ | 3/4 |
Abilities
BehaviourFrenziedNotes
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.