HORMAGAUNT M APL GA
3🔴
These abominations of nature surge forth, their elongated limbs
dripping with the ichor of their victims. Their chittering mandibles 2 2
snap eagerly, hungry for the taste of flesh, while their eyes gleam
with an insatiable hunger that knows no bounds. They move with DF SV W
an unnatural grace, a relentless tide of death that consumes all in
its path, leaving nothing but broken bodies and shattered minds in 3 5+ 7
its wake.
WEAPON A BS/WS D SR !
⌖- - - - - -
⚔ Scything Talons 3 3+ 3/4 Lethal 6+ -
ABILITIES UNIQUE ACTIONS
Synapse: +1 to
Movement.
Lethal x: If the dice is x or more, those hits are considered critical hits.
THE GREAT DEVOURER, TYRANID, HIVE FLEET, SWARM
TERMAGANT
"From the depths of the hive swarm, the Termagants, a writhing
M APL GA
mass of twisted flesh and sinew. Each of their vile forms oozes with 3🔴 2 2
toxic secretions, corroding all they touch with a sickly hiss. Their
eyes burn with a feral intelligence, fueled by the insatiable hunger
of the swarm. With every shot fired from their bio-weapons, they
DF SV W
unleash a symphony of agony, the screams of their victims 7
mingling with the cacophony of battle.
3 5+
WEAPON A BS/WS D SR !
⌖ Fleshborer 3 4+ 3/5 Rng ⬟ -
⚔ Claws 2 3+ 2/3 - -
ABILITIES UNIQUE ACTIONS
Synapse: +1 to shooting
attacks.
Rng x: Only operatives within x are a valid target.
THE GREAT DEVOURER, TYRANID, HIVE FLEET, SWARM
LICTOR
Shrouded in darkness, the Lictors slink through the shadows like
M APL GA
phantoms of death. Their forms are twisted and grotesque, each 3🔴 2 1
sinewy limb ending in razor-sharp talons that drip with the blood of
their victims. Their eyes glow with an otherworldly malevolence,
piercing through the darkness to lock onto their prey with chilling DF SV W
precision. To face a Lictor is to face the very embodiment of terror, a
nightmare made flesh that leaves nothing but despair in its wake. 3 3+ 13
WEAPON A BS/WS D SR !
⌖- - - - - -
⚔ Ripper talons 4 2+ 4/7 MW2 -
ABILITIES UNIQUE ACTIONS
Chameleonic carapace Synapse: +1 combat
This operative is always Concealed but it acts like having an Engage order. attacks
Predatory patience: If this operative didn't moved last turn, it can't be the target of attacks or
charges.
Chain-ambush: If an enemy finishes his move within (circle) of this operative or this
operative finishes his move within (circle) of an enemy, this operative can leap in the
engagement range of that enemy for no cost. If the enemy is incapacitated and another
enemy is within (circle), this operative can leap to the other enemy's engagement range.
MWx: For each critical hit retained, inflict x mortal wounds on the target.
THE GREAT DEVOURER, TYRANID, HIVE FLEET, LICTOR
NEURO-LICTOR M APL GA
Born from the darkest nightmares of the Hive Mind, the Neuro-
Lictors are twisted paragons of psychic horror. Their minds are a 3🔴 2 1
swirling abyss of madness, their psychic screams reverberating
through the minds of all who dare to stand against them. To gaze
upon a Neuro-Lictor is to stare into the abyss itself, where every
DF SV W
thought is a weapon and every whisper a death sentence. 3 3+ 13
WEAPON A BS/WS D SR !
⌖ Psychic shock 4 3+ 4/6 Mind-shock 5+, Ignores cover -
⚔ Ripper talons 3 3+ 4/5 MW2 -
ABILITIES UNIQUE ACTIONS
Chameleonic carapace Synapse: Mind-shock 4+
This operative is always Concealed but it acts like having an Engage order.
Psychological saboteur (Leader): If within (hexagon) of this unit, enemy operatives has -1 to
BS/WS, friendly operatives has +1 to number of Attacks.
Unspeakable massacre: If this operative kills an enemy operative, it forces all the other
enemy operatives to take a mind-shock 6+ test.
Mind-shock: Enemy operative that is hit, rolls a D6 and on x+ they lose 1 APL.
THE GREAT DEVOURER, TYRANID, HIVE FLEET, LEADER
NEUROTYRANT M APL GA
The Neurotyrant strides forth, a towering monstrosity of
nightmare and despair. Its massive form is clad in the twisted 1🔴 1 1
remnants of its victims, a grotesque tapestry of flesh and bone that
speaks to the horrors it has wrought. To stand before a DF SV W
Neurotyrant is to stand on the precipice of oblivion, where every
heartbeat is a reminder of the inevitable doom that awaits. 3 5+ 6
WEAPON A BS/WS D SR !
⌖ -- - - - - -
⚔- - - - - -
ABILITIES UNIQUE ACTIONS
Tyranic overlord: once per turn select one of the following in the strategy phase: -
1. Swarming instincts: friendly operative can make a free dash
2. Adaptive biology: friendly operative has Feel no Pain 5+ (after taking dmg, 5+ dices ignores dmg)
3. Hyper-agression: friendly operative has Lethal 5+ (5+ dices are crits)
4. Hive predators: reroll failed combat dices
5. Alien cunning: teleport one operative, which is not in Synapse Range, in (circle) distance to an
operative which is in Synapse Range.
Synaptic relays: Select two friendly tyranid operatives, until the end of the turning
point that unit is in Synapse Range
THE GREAT DEVOURER, TYRANID, HIVE FLEET, LEADER
Gorgon Hive Fleet
ABILITIES
Synapse
Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will
flows, overriding the natural instincts of the swarm to direct the teeming warrior-beasts to function as a single,
gestalt organism on the battlefield.
While an operative is within (circle) of one or more friendly operatives, that operative unit is said to be
within Synapse Range and activates its synapse ability.
Shadow in the Warp (cast this ability once per game)
Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the
minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror,
many are driven insane or suffer catastrophic neural damage.
Once per battle, the Hive Mind releases a psychic shock on the entire battlefield and forces every enemy
operative to take a Mind Shock 5+ test.
Army rule: Only 4 termagants, 4 hormagaunts, 2 lictors and 1 neuro-lictor or 1 neurotyrant allowed