Tyranids 9th Edition

Codex: Tyranids 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
BroodlordHQ125
Hive tyrantHQ155
Hive tyrant with wingsHQ200
NeurothropeHQ95
TervigonHQ200
Tyranid primeHQ75
DeathleaperHQ65
Old one eyeHQ220
The Red errorHQ55
SwarmlordHQ270
GenestealersTroops15
HormagauntsTroops6
Ripper SwarmsTroops12
TermagantsTroops5
Tyranid WarriorsTroops21
HauruspexElites170
Hive guardElites40
LictorElites32
MaleceptorElites160
PyrovoresElites28
Tyrant guardElites38
VenomthropesElites33
ZoanthropesElites45
GargoylesFast Attack7
Mucolid sporesFast Attack22
RavenersFast Attack22
Spore MinesFast Attack10
CarnifexHeavy Support80
BiovoreHeavy Support50
ExocrinesHeavy Support170
MawlocHeavy Support125
Screamer killerHeavy Support105
ThornbackHeavy Support80
ToxicreneHeavy Support150
TrygonHeavy Support120
Trygon PrimeHeavy Support160
TyranofexHeavy Support190
TyrannocyteDedicated Transport65.0
SporocystFortifciation85.0
HarpyFlyer125
Hive croneFlyer155
Acid sprayRanged5
Barbed stranglerRanged10
Bio-electric pulseRanged0
Bio-electric pulse with containment spinesRanged0
Bio-plasmaRanged10
Bio-plasmic cannonRanged0
Bio-plasmic screamRanged0
Choking sporesRanged0
DeathspitterRanged6
Deathspitter with slimer maggotsRanged10
DevourerRanged4
Devourer with brainleach wormsRanged10
Drool cannonRanged0
FlamespurtRanged0
Flesh hooksRanged3
FleshborerRanged0
Fleshborer hiveRanged0
Grasping tongueRanged0
Heavy Venom cannonRanged20
Impaler cannonRanged10
Massive Toxic lashesRanged0
Rupture CannonRanged20
ShockcannonRanged0
SpinebanksRanged5
Spinefists (ravener/warriors)Ranged2
Spinefists (Termagaunt)Ranged0
SpinemawsRanged3
Spore mine LauncherRanged0
Spore nodeRanged0
Stinger salvoRanged0
Stranglethorn cannonRanged15
TentaclidsRanged0
Toxic lashesRanged0
Venom cannonRanged15
Adrenal glands (monster)Wargear5
Adrenal glandsWargear1
Chitin thornsWargear5
Enhanced sensesWargear10
Extended carapaceWargear2
spore cystsWargear10
toxin sacs (Hormagaunts)Wargear2
toxin sacs (Termagants)Wargear1
toxin sacs (hive guard,mawloc, tervigon, tyrant guard and tyranofex)Wargear5
toxin sacs (tyrgon and trygon prime)Wargear10
Toxin sacs (carnifex, genestealer, hive tyrant, tyranid prime and warriors)Wargear5
TusksWargear10
Acid mawMelee0
Biostatic rattleMelee0
blinding venomMelee0
Bone maceMelee5
BoneswordsMelee3
Claws and teethMelee0
Crushing ClawsMelee10
Distensible jawsMelee0
Grasping talonsMelee0
Lash whip and bonswordMelee3
Lash whip and monstrous bonswordMelee15
Massive crushing clawsMelee20
Massive sything talons (tervigon/maleceptor)Melee10
Massive scything talons (2+ pairs)Melee30
Massive toxic lashesMelee0
Monstrous acid mawMelee10
Monstrous boneswordsMelee20
Monstrous crushing clawsMelee15
Monstrous rending clawsMelee0
Monstrous sything talons (carni)Melee15
Monstrous sything talons (Hive Tyrant)Melee15
Monstrous sything talons (Carni - 2 pairs)Melee15
Monstrous sything talons (Hive Tyrant - 2 pairs)Melee20
Powerful limbsMelee0
Prehensile pincer tailMelee0
Ravenous mawMelee0
Rending claws (genestealers)Melee0
Rending clawsMelee2
Shovelling clawsMelee0
Scything talonsMelee0
Scything wingsMelee0
Thresher sytheMelee5
Toxic lashesMelee0
ToxinspikeMelee0
Wicked spurMelee0
MalanthropeHQ135
DimachaeronElite210
Meiotic sporesFast Attack20
Sky slasher swarmsFast Attack15
Tyranid ShrikeFast Attack24
Stone Crusher CarnifexHeavy Support90
Barbed HeiroduleLords of War460
HarridanLords of War760
Heirophant Bio-titanLords of War2000
Sythed HeiroduleLords of War410
Bio acid SprayRanged0
Bio cannonRanged0
Bio-plasmaRanged10
Bio-plasma TorrentRanged0
Dire bio-cannonRanged0
SpinemawsRanged3
Bio-flailMelee0
Bone maceMelee5
Claws and teethMelee0
grasping tailMelee0
Grasping talons and Thorax spine mawMelee0
Lashwhip podsMelee0
Monstrous scything talonsMelee0
Sickle clawsMelee0
Wrecker claws (single)Melee10
Wrecker claws (pair)Melee15
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Tyranids Special Rules

Synapse: <HIVE FLEET> units automatically pass Morale tests if they are within 12″ of any friendly<HIVE FLEET> units with this ability.

Instinctive Behaviour: Unless a <HIVE FLEET> unit with this ability is within 24″ of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.

Shadow in the Warp: Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18″ of any units with this ability. TYRANID PSYKERS are not affected.

Hive Fleet Adaptations

Kraken Questing Tendrils: When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.

Leviathan Synaptic Imperative: Roll a D6 each time a unit with this adaptation loses a wound whilst it is within 6″ of a friendly SYNAPSE unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.

Gorgon Adaptive Toxins: You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation.

Jormungandr Tunnel Networks: A unit with this adaptation (other than units that can FLY) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or charges, however, it loses the benefit of this adaptation until the start of your next Movement phase.

Hydra Swarming Instincts: You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own.

Kronos Bio Barrage: You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.

Codex: Tyranids describes how the <HIVE FLEET> keyword can be substituted with the name of your chosen Hive Fleet, as well as describing the abilities that units in Tyranids Detachments gain. One of these abilities is Hive Fleet Adaptations. If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex: Tyranids, you can create its Hive Fleet Adaptation by selecting two different rules from the following list

Adaptive Exoskeleton: TERMAGANT, HORMAGAUNT and GARGOYLE models with this adaptation have a 6+ invulnerable save.

Bestial Nature: Add 2 to the Attacks characteristic of a model with this adaptation that has a damage table whilst using the bottom row of that model’s damage table.

Bio-metallic Cysts: Improve the Armour Penetration characteristic of Scything Talons that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).

Biosphere Consumption: When a MONSTER model with this adaptation would lose a wound, if that model’s unit did not move during your last Movement phase or it is the first battle round, and there are no enemy units within 1″ of that model’s unit, roll one D6; on a 6 that wound is not lost.

Cranial Channelling: Once per turn, when a Psychic test is taken for a model with this adaptation, you can re-roll the result.

Feeding Frenzy: When a pile-in move is made for a unit with this adaptation, models in that unit can move up to 6″ instead of 3″.

Horror from Beyond: Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 3″ of any MONSTER units from your army with this adaptation.

Hypermetabolic Acceleration: When a unit with this adaptation Advances, you can re-roll the Advance roll.

Membranous Mobility: When resolving an attack made with a melee weapon against a model with this adaptation that can FLY, subtract 1 from the hit roll.

Metamorphic Regrowth: A model with this adaptation regains up to 1 lost wound at the start of your turn.

Morphic Sinews: MONSTER models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.

Pack Hunters: When resolving an attack made with a melee weapon by a model with this adaptation against a unit that contains fewer models than that model’s unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 become AP -1).

Prey-sight: If a MONSTER unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.

Senses of the Outer Dark: When a model with this adaptation would lose a wound as a result of an Overwatch attack, roll one D6; on a 4+ that wound is not lost.

Shrewd Predators: When a model with this adaptation makes a consolidation move, if there are no enemy models within 3″, that model does not have to end the move closer to the nearest enemy model.

Sporemist Spines: A unit with this adaptation can Advance in a turn in which it Falls Back.

Synaptic Augmentation: When a <HIVE FLEET> unit with this adaptation that is within 6″ of a friendly <HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE unit fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll.

Adaptive Physiology

If a Tyranids CHARACTER is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one Tyranids unit from your army. To do so, before the battle begins select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army, and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle.

Infantry Only

Enhanced Resistance: When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.

Adrenal Webs: When this unit consolidates, it can move up to 2D6″ instead of 3″.

Abhorrent Pheremones: Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 1″ of this unit.

Dynamic Camouflage: When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Unnatural Reactions: This unit can perform Heroic Interventions as if it were a CHARACTER. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6″ of them instead of 3″, and when doing so can move up to 6″ instead of 3″.

Monster Only

Dermic Symbiosis: This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.

Voracious Ammunition: At the end of your Shooting phase, select one enemy unit that had one or more models destroyed this phase as a result of an attack made by this model. That unit suffers D3 mortal wounds.

Accelerated Digestion: In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound. No more than 3 lost wounds can be regained as a result of this rule in any one turn.

Synaptic Enhancement: This model gains the Shadow in the Warp and Synapse abilities,  and gains the SYNAPSE keyword.

Murderous Size: Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).

 

Tyranid Stratagems

  As of 07-25-2020 Tyranids Stratagems groups are…

  • Core Stratagems
  • Tyranid Stratagems
  • Hive Fleet Stratagems
  • Blood of Baal Stratagems

(See tabs for details)      

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle.

As of 12-29-2017 Tyranids Stratagems are…

Bounty of the Hive Fleet: 1/ 3 CP

Use before the battle. Your army can have one extra Bio-Artefact for 1 CP, or two extra Bio-Artefact for 3 CPs. All the Bio-Artefact that you include must be different and be given to different Bio-Artefact Characters.

Psychic Barrage: 1 CP

use this in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6″ of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18″ of, and visible to, all three units. Roll a dice for each unit friend or foe within 3″ of that point. Add 1 to the result if the unit has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.

Caustic Blood: 1 CP

Use this at the start of teh Fight phase. Select a Tyranids unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.

Rapid Regeneration: 2 CP

Use this at the end of the Movement phase. Select a Tyranids model from your army. It regains D3 wounds lost earlier in the battle.

Scorch Bugs: 1 CP

Use this when a Tyranids unit from your army is selected to attack in the Shooting phase. You can add 1 to all rolls made for that unit’s fleshborer or fleshborer hive attacks in that Shooting phase.

Feeder Tendrils: 1 CP

Use this when a Genestealer, Lictor, Toxicrene, orVenomthrope from your army kills a Character in the Fight phase. Gain D3 Command Points.

Implant Attack: 1 CP

Use this after a Tyranids unit fro your army fights in the Fight phase. Roll a dice for each enemy model other than a Vehicle that was wounded by any of these unit’s attacks and not slain. On a 2+ the model suffers a mortal wound.

Metabolic Overdrive: 1 CP

Use this in your Movement phase, after moving a Tyranids unit from your army. You can make a second move with that unit including Advancing, but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a moral wound on the unit. The unit cannot shoot or make a charge move this turn.

Single-Minded Annihilation: 2 CP

Use this at the end of your Shooting phase. Select a Tyranids Infantry unit from your army – that unit can immediately shoot again.

Grisly Feast: 1 CP

Use in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6″ of that unit in this phase.

Pathogenic Slime: 2 CP

Use this in your Shooting phase. Select a Tyranids Monster from your army. Increase the Damage of its attacks by 1 for this phase.

Sporefield: 3 CP

Use this after both armies have deployed but before the battle begins. You can add up to two units of Spore Mines to your army as Reinforcements and set them up anywhere on the battlefield that is more than 12″ from enemy models.

Invisible Hunter: 1 CP

Use this in your Movement phase. Select a Lictor from your army that is within 1″ of an enemy unit. That model can Fall Back, shoot and charge in this turn.

Power of the Hive Mind: 1 CP

Use this at then end of of your Psychic phase. Select a Tyranids Psyker unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.

Pheromone Trail: 1 CP

Use this when a Tyranids Infantry unit from your army is set up on the battlefield as reinforcements if thee is already a Lictor on the battlefield. You can set up the unit wholly within 6″ of the Lictor and more than 9″ from any enemy models, rather than following the normal rules for setting up the unit.

Death Frenzy: 2 CP

Use this when a Tyranids Character from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.

Overrun: 1 CP

Use this when a Tyranids unit from your army destroys a unit in the Fight phase, and is not within 3″ of an enemy unit. Instead of consolidating, that is unit can move and Advance as if it were your Movement phase. It cannot move within 1″ of any enemy models.

Voracious Appetite: 1 CP

Use this in the Fight phase when a Tyranids Monster or Character from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.

Call of Blood: 3 CP

Use this at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6″ of a Broodlord or infestation node from your army and more than 9″ from any enemy models.

Adrenaline Surge: 3 CP

Use this at the end of the Fight phase. Select a Tyranids unit from your army – that unit can immediately fight again.

Digestive Denial: 1 CP

Use this after deployment but before the first battle round begins. Choose a piece of terrain not a Fortification. Units full within or on this piece of terrain do not gain any bonus to their savings throws for being in cover.

 

As of 12-29-2017 Hive Fleet Stratagems are…

The Enemy Below: 1 CP

Use this when you set up a Jormungandr Infantry unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of Raveners, a Mawloc, Trygon, or a Trygon prime at the end of your Movement phase, you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3″ of the burrowing unit and more than 9″ from any enemy units. Any models you cannot set up up this way when you do so are destroyed.

Brute Force: 1 CP

Use this hen a Behemoth unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1″ of an enemy unit. For each roll of 6 or 2+ for a Monster, inflict one mortal wound on an enemy unit within 1″

War on All Fronts: 1 CP

Use this in the Fight phase. Select an enemy unit that is within 1″ of at least one Leviathan unit from your army that can Fly and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for Leviathan units that target that enemy unit.

The Deepest Shadow: 1 CP

Use this when an enemy Psyker attempts to manifest a psychic power within 24″ of a Kronos unit from your army. Your opponent can only roll a single dice for the Psychic test.

Hyper-Toxicity: 1 CP

Use this in the Fight phase. Choose a Gorgon unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on round rolls of 5+ for attacks made by that unit

Opportunistic Advance: 1 CP

Use this in your Movement phase when you roll teh dice for an Advancing Kraken unit that does have Fly. You can double the number you roll and add total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.

Endless Swarm: 2 CP

Use this at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles, or any Hydra Infantry unit that has been completely destroyed. Add an identical unit to your army and set it up as reinforcements wholly within 6″ of any board edge, more than 9″ from enemy models.

 

As of 02-03-2020 Blood of Baal Stratagems are…

Progeny of the Hive: 1 CP

Use this Stratagem before the battle. Select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.

Grasping Tendrils: 1 CP

Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1″ of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.

Symbiotic Devastation: 1 CP

Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase..

Surprise Ambush: 1 CP

Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.

Feral Instincts: 1 CP

Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetrationcharacteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).

Feeding the Hunger: 1 CP

Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight wtih. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.

Unexpected Incursion: 1 CP

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.

Buried Threats: 1 CP

Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

Savage Distraction: 1 CP

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent’s next Shooting phase, when resolving an attack made with a ranged weapon by an enemy model within 6″ of that <HIVE FLEET> unit against another unit from your army, subtract 1 from the hit roll.

Hive Instinct: 1 CP

Use this Stratagem in your Charge phase. Select one enemy unit that is within 1″ of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1″ of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.

Unyielding Chiten: 1 CP

Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.

Encephalic Diffusion: 2 CP

Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6″ of that model, subtract 1 from that weapon’s Strength characteristic, to a minimum of 1, for that attack.

Aggressive Adaptation: 1 CP

Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.

Synaptic Channelling: 1 CP

Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.

Skyswarm Fusillade: 1 CP

Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.

Psychic Fissure: 2 CP

Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy unit within 12″ of any <HIVE FLEET> SYNAPSE units from your army and the test is failed, that enemy unit suffers D3 mortal wounds.

Hunter’s Drive: 1 CP

Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard
one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1″ of at least one of those units, otherwise the charge fails and no models in the charging unit move this phase.

Tyranid Unique Items

As of 07-25-2020 Tyranids Unique Item groups are…

  • Bio-Artefacts of the Tyranids
  • Bio-Artefacts of the Hive Fleets
  • Blood of Baal Bio-Artefacts

(See tabs for details)

   

If your army is led by a Tyranids Warlord, you may give one Bio-Artefacts of the Tyranids to a Tyranids Character in your army. Named characters cannot be given relics. Some Bio-Artefacts of the Tyranids replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

The Ymgarl Factor

At the beginning of each Fight phase, roll a D3 ofr this model and apply one of the following effects for the duration of the phase. 1. +1 Strength 2. +1 Attack 3. +1 Toughness

The Reaper of Obliterax

Model with lash whip and bonesword or lash whip and monstrous bonesword only. Those weapons now on a wound roll of 6+ inflicts double damage.

The Maw-Claws of Thyrax

Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.

The Miasma Cannon

Model with a heavy venom cannon only. The replaced bearer’s weapon has the following profile: Range 36″ Type Assault D3, S 9, AP -2 D3. This weapon hits automatically if the target unit is within 8″, and it always wounds targets (other than Vehicles) on a 2+.

The Norn Crown

Friendly Hive Fleet units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30″ of this model.

If your army is led by a Tyranids who is part of the same Hive Fleet. Named characters cannot be given relics. Some Bio-Artefacts of the Hive Fleets replace a character’s existing equipment, you must still pay the cost of the weapon that is being replaced.

Chameleonic Mutation

Kraken model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.

Scythes of Tyran

Behemoth model with monstrous scything talons only. The bearer replaces his weapon and has the following profile: Melee, S +1, AP -3 D 3. This model can make 1 additional attack with this weapon each time it fights. Each you make a hit roll of 6+ for this weapon, you can make an additional hit roll. Additional rolls cannot generate further rolls.

Hyper-Adaptive Biology

Gorgon model only. From the end of the first phase in which the model suffers any wounds , add 1 to its Toughness for the remainder of the battle.

Slayer Sabres

Leviathan model with monstrous boneswords only. The bearer replaces his weapon and has the following profile: Melee, S User, AP -2, D 3. A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. In addition, if an Infantry or Biker model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining nm,ber of wounds, it is slain.

Slimer Maggot Infestation

Hydra model with two deathspitters with slimer maggots only. The bearer replaces his weapon and has the following profile: Range 24″, Assault 6, S 7, AP -1, D 1. You can re-roll failed wound rolls for this weapon.

Balethorn Cannon

Kronos model with stranglethorn cannon only. The bearer replaces his weapon and has the following profile: Range 36″, Assault D6, S 7, AP -1, D 2.You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable saves cannot be taken against this weapon.

Infrasonic Roar

Jormungandr Monster Only. Enemy units within 6″ of this model must subtract 1 from their Leadership.

If your army is led by a Tyranids Warlord, you cangive one of the following Bio-artefacts to a Tyranids CHARACTER model from your army instead ofgiving them a Bio-artefact from Codex: Tyranids. Named characters cannot be given any of the
following Bio-Artefacts. Note that some Bio-artefacts are items of wargear that replace one of the model’s existing items of wargear. Where this is the case, you must, if you are using points values, still pay the cost of the wargear being replaced. Write down any Bio-Artefacts your models have on your army roster.

Resonance Barb

PSYKER model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total..

Xenogenic Acid

Model with toxin sacs only. This Relic replaces toxin sacs. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.

The Venomthorn Parasite

Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks).

Pathogenesis

Add 8″ to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.

Arachnacyte Gland

Model with adrenal glands only. This Relic replaces adrenal glands. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. In addition, when an Advance roll is made for a model with this Relic, add 1 to the result.

Tyranid Psychic Powers

As of 07-25-2020 Tyranid Psychic Power groups are…

  • Hive Mind Disciplines
  • Hive Fleet Psychic Powers

(See tabs for details)

Before the battle, generate the psychic powers for PSYKERS that can use powers from the Hive Mind discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.

Dominion : WC 5

If manifested, select a friendly TYRANIDS unit within 36″ of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.

Catalyst: WC 6

If manifested, select a friendly TYRANIDS unit within 18″ of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.

The Horror: WC 6

If manifested, select a unit within 24″ that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.

Onslaught: WC 6

If manifested, select a friendly TYRANIDS unit within 18″ of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting Heavy weapons, or Advancing and shooting Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).

Paroxysm: WC 5

Paroxysm has a warp charge value of 5. If manifested, choose an enemy unit within 18″ of the psyker. Until your
next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn’t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

Psychic Scream: WC 5

If manifested, the nearest enemy unit within 18″ suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.

All <HIVE FLEET> PSYKER models can know the psychic power of their respective Hive Fleet. Instead of generating a psychic power from the Hive Mind discipline (see Codex: Tyranids), a <HIVE FLEET> PSYKER can instead know the appropriate Hive Fleet psychic power from the list below.

Unstoppable Hunger: WC 7

If manifested, select one friendly BEHEMOTH unit within 9″ of this psyker. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.

Synaptic Lure: WC 5

If manifested, select one enemy unit. Until the end of the turn, when a charge roll is made for a charge made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.

Hive Nexus: WC 6

If manifested, until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18″, instead of 12″.

Poisonous Influence: WC 6

If manifested, until the start of your next Psychic phase, improve the Armour Penetration characteristic of melee weapons that friendly models within 9″ of this psyker are equipped with by 1 (e.g. AP 0 becomes AP -1).

Lurking Maws: WC 6

If manifested, select one enemy unit that is visible to this psyker. Until the end of the turn, when resolving an attack against that unit made by a model in a friendly JORMUNGANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.

Death Shriek: WC 5

If manifested, until the start of your next Psychic phase, when a friendly HYDRA model within 6″ of this psyker and within 6″ of any enemy units is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound.

Symbiostorm: WC 6

If manifested, select one friendly KRONOS unit within 12″ of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.

Tyranid Warlord Traits

 

As of 07-25-2020 Tyranids Warlord Traits are…

  • Tyranids Warlord Traits
  • Hive Fleet Warlord Traits

(See tabs for details)

   

If the Warlord of your army is an Tyranids Character, you can pick the Warlord Trait from the Tyranids Traits Table.

Alien Cunning

At the start of the first battle round but before the first turn begins, you can remove your Warlord from the battlefield and set them up again. If both players have units that can do this, roll off.

Heightened Senses

Your Warlord never suffers any penalties to their hit rolls.

Synaptic Lynchpin

Add 6″ to the range of the Warlord’s Snyapse ability.

Mind Eater

Each time the Warlord lays an enemy Character in the Fight phase, choose a friendly unit within 3″. At the end of the phase, that unit can move and Advance as if it was your Movement phase.

Instinctive Killer

At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for teh Warlord for attacks that target that unit or any unit that has the same datasheet.

Adaptive Biology

From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1

If the Warlord of your army is an Tyranid Character, you can pick the Warlord Trait from the Hive Fleet Traits Table as long your Warlord is from that Hive Fleet.

Behemoth: Monstrous Hunger

Each time you make a wound roll of a 6+ for the Warlord in the Flight phase, that attack inflicts 1 additional damage.

Kraken: One Step Ahead

In each Fight phase, you can pick one friendly Kraken unit within 6″ of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. Alternate units starting with the player whose turn is taking place if multiple units have a similar ability.

Leviathan: Perfectly Adapted

Once per battle round, you can re-roll a single hit, wound, damage, Advance, charge, or saving throw roll made for your Warlord.

Gorgon: Lethal Miasma

At the end of the Fight phase, roll a D6 for each enemy unit within 1″ of the Warlord. On a 4+ that unit suffers a mortal wound.

Jormungandr: Insidious Threat

Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly Jormungandr units within 3″ of the Warlord

Hydra: EndlessRegeneration

At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6. your Warlord regains a wound lost earlier in that battle.

Kronos: Soul Hunger

Whenever an enemy Psyker fails a psychic test within 18″ of your Warlord. they suffer D3 mortal wounds.

Tyranid Resources

FAQs

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2020 Tyranids Lists

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