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PARASITIC SURGE
Each time a friendly TYRANID SWARM friendly OPERATIVE other than the TYRANID WINGED PRIME is incapacitated, place a Swarm marker in control range of that operative before removing it fROm the Killzone.
As a STRATEGIC GAMBIT in each turning point after the first, for every Swarm marker, roll one D6:
On a 1-2, remove that marker from the killzone and repeat this process (if able).
On a 3-5, return a TERMAGAUNT/HORMAGAUNT, or a BARBAGAUNT on a 6, with half its Wounds, CONCEALED and in control range of that marker, and not within control range of enemy operatives (if you cannot do so, treat the roll as 1- instead). REPEAT THIS PROCESS ONCE MORE
SYNAPTIC OVERDRIVE
Friendly TYRANID SYNAPSE operatives that fight or shoot an enemy already targeted by another friendly operative, choose one: Accurate 1 Ceaseless for the ranged weapons.
While a friendly TYRANID SWARM operative is within 6" of a friendly TYRANID SYNAPSE operative, its ranged weapons have the Relentless weapon rule and its melee weapons have the Accurate 1 weapon rule.
LAST MOMENT OVERLOAD
Once per Turning Point, if you roll two or more fails during the defense roll step of a friendly TYRANID operative within 6ā and visible to another friendly TYRANID SYNAPSE operative, you may use this rule.
š The operative immediately gains STUNNED.
Then choose one of the following effects:
-Change one normal save into a critical save.
- Discard one failed save, then change another failed save into a normal save.
This ability cannot be used if the operative is already Stun