Tyranids Invasion

Invasion Fleet | 1500pts

ALWAYS ACTIVE

Synapse (Aura 6")

Units within 6" take Battle-shock on 3D6. (+1 Str in Melee active).

Tervigon Aura (6")

Termagants within 6" have [LETHAL HITS].

Neurotyrant Node

2 units within 18" get Synapse

Pre-Game / Deployment

TERVIGON (Alien Cunning)

Enhancement: After both players have deployed their armies, select up to three TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves (if you wish).

Command Phase

START OF BATTLE

HYPER-ADAPTATIONS

Select one to be active for TYRANIDS units from your army until the end of the battle.

SWARMING INSTINCTS

Attacks against INFANTRY or SWARM have [SUSTAINED HITS 1].

HYPER-AGGRESSION

Attacks against MONSTER or VEHICLE have [LETHAL HITS].

HIVE PREDATORS

Attacks against CHARACTER units: on a Critical Hit, that attack has the [PRECISION] ability.

SHADOW IN THE WARP

ONCE PER BATTLE: In either player’s Command phase.

Each enemy unit on the battlefield must take a Battle-shock test.

Neurotyrant (Psychic Terror): Subtract 1 from the Battle-shock test.

Debuff: If enemy is within 6" of Synapse, subtract 1 from test.

THE SWARMLORD

Hive Commander: At the start of your Command phase, if this model is on the battlefield, you gain 1CP.

TERVIGON

Spawn Termagants: Select one friendly Termagants unit within 6". Return up to D3+3 destroyed models to that unit.

NEUROTYRANT

Neuroloids: Select up to two friendly TYRANIDS units within 18". They are considered to be within Synapse Range of your army until your next Command Phase.

NEUROLICTOR

Neural Disruption: In your Command phase, select one enemy unit within 12" of this model. That unit must take a Battle-shock test.

PREDATORY IMPERATIVE

1 CP

INVASION FLEET – STRATEGIC PLOY

TARGET: Up to two TYRANIDS units within Synapse Range, or one other unit.

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 active for your army.

ENDLESS SWARM

1 CP

INVASION FLEET – STRATEGIC PLOY

TARGET: Up to two Endless Multitude units within Synapse Range, or one other Endless Multitude unit.

EFFECT: You can return up to D3+3 destroyed models to each of the selected units.

End of Phase

Movement Phase

HORMAGAUNTS

Bounding Leap: This unit is eligible to declare a charge in a turn in which it Advanced.

SPORE MINES (Passive)

Floating Death: Each time this unit or an enemy unit ends a move, for each model in this unit that is within 3" of one or more enemy units, select one of those enemy units. That model in this unit is destroyed, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds.

End of Phase

Shooting Phase

BIOVORES (Action)

Seed Spore Mines: Use instead of shooting. Set up a new Spore Mines unit wholly within 48" of this unit and >9" from enemies.

NEUROTYRANT (Leading)

Node Lash: While leading a unit (e.g. Neurogaunts), models in that unit have +1 to Hit. If target is Battle-shocked, also +1 to Wound.

GARGOYLES (Move)

Winged Swarm: After shooting, if not in Engagement Range, make a Normal move of up to 6". If you do, cannot Charge.

TERVIGON AURA

Brood Progenitor: Termagants within 6" have [LETHAL HITS].

NEUROLICTOR AURA (Offensive)

Psychological Saboteur: While an enemy unit is within 12" of this model, if that unit is Battle-shocked: Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.

REMINDER (Hyper-adaptation): Check for Sustained Hits (Infantry/Swarm) or Lethal Hits (Monster/Vehicle).
End of Phase

Charge Phase

HORMAGAUNTS

Can charge even if they Advanced this turn.

End of Phase

Fight Phase

SYNAPSE BONUS

Each time a model in Synapse Range makes a melee attack, add 1 to the Strength characteristic.

NEUROLICTOR AURA (Offensive)

Psychological Saboteur: While an enemy unit is within 12" of this model, if that unit is Battle-shocked: Each time a friendly TYRANIDS model makes an attack that targets that unit, add 1 to the Wound roll.

NEUROLICTOR (CP Gen)

Feeder Tendrils: Each time this model destroys an enemy CHARACTER model, you gain 1CP.

NEUROTYRANT (Leading)

Node Lash: While leading a unit (e.g. Neurogaunts), models in that unit have +1 to Hit. If target is Battle-shocked, also +1 to Wound.

ADRENAL SURGE

2 CP

INVASION FLEET – BATTLE TACTIC

TARGET: Up to two TYRANIDS units within Synapse Range, or one other unit.

EFFECT: Until the end of the phase, an unmodified Hit roll of 5+ scores a Critical Hit.

DEATH FRENZY

1 CP

INVASION FLEET – STRATEGIC PLOY

WHEN: Just after an enemy unit has selected its targets.

EFFECT: If a model in your unit is destroyed and hasn't fought, roll D6. On a 4+, do not remove it. It can fight after the attacker finishes, then is removed.

OVERRUN

1 CP

INVASION FLEET – STRATEGIC PLOY

WHEN: Just before your unit Consolidates.

EFFECT: Consolidate up to 6" (if ending in Engagement). If within Synapse Range and NOT in Engagement Range, can make a Normal move of up to 6" instead.

End of Phase

Opponent's Command

SHADOW IN THE WARP

ONCE PER BATTLE: In either player’s Command phase.

Each enemy unit on the battlefield must take a Battle-shock test.

Neurotyrant: Subtract 1 from the Battle-shock test.

Debuff: If enemy is within 6" of Synapse, subtract 1 from test.

Opponent's Movement

TERMAGANTS (Reactive Move)

Skulking Horrors: Once per turn, when an enemy ends a Normal, Advance or Fall Back move within 9". If not in Engagement Range, this unit can make a Normal move of up to D6".

SPORE MINES (Blocker)

Bio-minefield: Enemy units cannot start or end an Advance move within 6" of this unit.

Floating Death: Triggers if enemy ends move within 3" (Explodes).

THE SWARMLORD (Vect)

Malign Presence: If your Warlord, when opponent targets a unit with a Stratagem within 12" of this model, increase cost by 1CP.

Opponent's Shooting

NEUROLICTOR AURA (Defensive)

Psychological Saboteur: While an enemy unit is within 12" of this model, if that unit is Battle-shocked: Each time a model in that unit makes an attack, subtract 1 from the Hit roll.

NEUROTYRANT (Adaptive Biology)

Enhancement: The bearer has Feel No Pain 5+. At the start of any turn, if the bearer has fewer than its starting number of wounds, it has Feel No Pain 4+ instead.

THE SWARMLORD (Vect)

Malign Presence: If your Warlord, when opponent targets a unit with a Stratagem within 12" of this model, increase cost by 1CP.

RAPID REGENERATION

1 CP

INVASION FLEET – BATTLE TACTIC

WHEN: Shooting or Fight phase, just after enemy selects targets.

EFFECT: Models in unit have Feel No Pain 6+. If within Synapse Range, have Feel No Pain 5+ instead.

Opponent's Fight

NEUROLICTOR AURA (Defensive)

Psychological Saboteur: While an enemy unit is within 12" of this model, if that unit is Battle-shocked: Each time a model in that unit makes an attack, subtract 1 from the Hit roll.

NEUROTYRANT (Adaptive Biology)

Enhancement: The bearer has Feel No Pain 5+. At the start of any turn, if the bearer has fewer than its starting number of wounds, it has Feel No Pain 4+ instead.

THE SWARMLORD (Vect)

Malign Presence: If your Warlord, when opponent targets a unit with a Stratagem within 12" of this model, increase cost by 1CP.

RAPID REGENERATION

1 CP

Effect: FNP 6+ (or 5+ if Synapse).

DEATH FRENZY

1 CP

Effect: Fight on Death on 4+.