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Winged Tyranid Prime

Tyranids
MODELMTSVINVWLDOC
Winged Tyranid Prime 12" 5 4+ - 6 7+ 1

Ranged & Melee Weapons

WEAPONRANGEABS/WSSAPD
Prime talons Melee 6 2 6 -1 2

Abilities

[Core]

[Core]

Alpha Warrior [Datasheet]

While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.

Death Blow [Datasheet]

If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.

[Faction]

[Faction]

Leader

Unit Composition & Points

1 Winged Tyranid Prime

1 model 65 pts

Wargear Options

None

KEYWORDS: Character Fly Great Devourer Infantry Synapse Vanguard Invader Winged Tyranid Prime
FACTION KEYWORDS: Tyranids
Detachment Abilities (7)

Biotide →

Unstoppable Swarm

This massed swarm of warrior organisms spills over and around one another as they advance, chitinous
Each time a TYRANIDS unit from your army moves, models in that unit can move through friendly TYRANIDS models as if they were not there. In addition, each time a TYRANIDS unit from your army attempts to operate a closed Hatchway, if your opponent tries to prevent it, add 1 to your result of the roll-off.

Invasion Fleet →

Hyper-adaptations

Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind
At the start of the first battle round, select one of the following Hyper-adaptations to be active for TYRANIDS units from your army until the end of the battle:

Swarming Instincts

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets an INFANTRY or SWARM unit, that attack has the [SUSTAINED HITS 1] ability.

Hyper-aggression

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a MONSTER or VEHICLE unit, that attack has the [LETHAL HITS] ability.

Hive Predators

Each time a TYRANIDS model with this Hyper-adaptation makes an attack that targets a CHARACTER unit, on a Critical Hit, that attack has the [PRECISION] ability.

Subterranean Assault →

Surprise Assault

Burrowing Tyranid bioforms burst from the ground in all their horror.
Each time a Tyranids model from your army makes an attack, re-roll a Hit roll of 1.

Each time a Burrower unit from your army is set up on the battlefield from Reserves, place a circular 40mm Tunnel Marker anywhere on the battlefield within 1" of that unit and more than 3" horizontally away from all enemy units.

In the Reinforcements step of your Movement phase, when you set up a unit on the battlefield from Reserves, you can set that unit up wholly within 9" of one of your Tunnel Markers and more than 6" horizontally away from any enemy units.

If an enemy model (excluding AIRCRAFT) ends any kind of move within 3" of one of your Tunnel Markers, that Tunnel Marker is removed from the battlefield.

KEYWORDS
Mawloc and Trygon units from your army have the BURROWER keyword.

In the Muster Armies step, you can select up to 2 TRYGON models from your army. The selected units gain the CHARACTER keyword.

Designer’s Note: This means that the selected models can be given Enhancements and one of them can be selected as your WARLORD.

Synaptic Nexus →

Synaptic Imperatives

The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperat
At the start of the battle round, you can select one of the Synaptic Imperatives shown below. Until the end of the battle round, that Synaptic Imperative is active for your army and while a TYRANIDS unit from your army is within Synapse Range of your army, it will benefit from it. Each Synaptic Imperative can only be selected once per battle.
  • Synaptic Augmentation: While this unit is within Synapse Range of your army, models in this unit have a 5+ invulnerable save.
  • Surging Vitality: While this unit is within Synapse Range of your army, add 1 to Advance and Charge rolls made for this unit.
  • Goaded to Slaughter: While this unit is within Synapse Range of your army, each time a model in this unit makes a melee attack, add 1 to the Hit roll.

Tyranid Attack →

Xeno-Terror

To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror
When you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result. For each enemy unit that fails one of those tests, that enemy unit cannot Fire Overwatch this turn.

Vanguard Onslaught →

Questing Tendrils

In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fas
TYRANIDS units with this ability are eligible to charge in a turn in which they Fell Back. Vanguard Invader units with this ability are eligible to charge in a turn in which they Advanced.

Warrior Bioform Onslaught →

Leader-beasts

Tyranid Warriors are adapted to shepherd the hive fleet’s teeming swarms to war. Benefiting from hei
Tyranid Warriors (see below), Tyranid Prime with Lash Whip and Winged Tyranid Prime units from your army have a 5+ invulnerable save.

KEYWORDS
Tyranid Warriors with Ranged Bio-weapons and Tyranid Warriors with Melee Bio-weapons units from your army gain the TYRANID WARRIORS and BATTLELINE keywords, and while such a unit is not Battle-shocked, TYRANID WARRIORS models in that unit have an Objective Control characteristic of 3.
Enhancements (29)

Assimilation Swarm →

10 pts

Biophagic Flow (Aura)

Parasitised biomass and revivifying fluids flow through the Assimilation Swarm like lifeblood.
TYRANIDS model only. While a friendly Harvester model is within 12" of the bearer, when using the Feed the Swarm ability, that HARVESTER model can Regenerate one friendly TYRANIDS unit that is within 9" of it, instead of one within 6".
15 pts

Instinctive Defence

The swarm’s warrior organisms fight with instinctive and single-minded ferocity to protect the all-d
TYRANIDS model only. While the bearer is within 6" of one or more friendly Harvester units, you can target the bearer’s unit with the Heroic Intervention Stratagem for 0CP. In addition, while the bearer is within 6" of one or more friendly HARVESTER units, models in the bearer’s unit have the Fights First ability.
25 pts

Parasitic Biomorphology

These warrior organisms boast additional fanged maws, jabbing probosci and haemophagic membranes tha
TYRANIDS model only. Add 1 to the Strength characteristic of melee weapons equipped by models in the bearer’s unit. The first time the bearer’s unit destroys an enemy unit in the Fight phase while the bearer is within 6" of one or more friendly Harvester units, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer’s unit.
20 pts

Regenerating Monstrosity

This nightmarish creature seems virtually unkillable, its every hurt healing in moments as it guzzle
TYRANIDS model only (excluding Monsters models). The bearer’s unit can be regenerated up to twice per phase, instead of once.

Biotide →

0 pts

Hypersurge Gland

This internal symbiote can expend itself in a single flood of aggression stimulants and drive its ho
Once per battle, at the end of your opponents Charge phase, the bearer can use this Enhancement. If it does, it can declare a charge as if it were your Charge phase.
0 pts

Synaptic Beacon

Like a psionic fire burning in the depths of the void, this organisms mere presence unifies and anch
While a friendly TYRANIDS unit is within 9" of the bearer (ignoring Walls and closed Hatchways), that unit is within Synapse Range of the bearer and of your army.

Invasion Fleet →

25 pts

Adaptive Biology

The same weapon rarely works against this leader-beast twice, as its alien physiology adapts at an a
TYRANIDS model only. The bearer has the Feel No Pain 5+ ability. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has the Feel No Pain 4+ ability instead.
30 pts

Alien Cunning

This leader-beast possesses highly sophisticated neural pathways, allowing it to identify priority s
TYRANIDS model only. 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, regardless of how many units are already in Strategic Reserves.
15 pts

Perfectly Adapted

This creature was created for one purpose: to completely eradicate the defenders of the target prey
TYRANIDS model only. Once per turn, you can re-roll one Hit roll, one Wound roll, one Damage roll, one Advance roll, one Charge roll or one saving throw made for the bearer.
20 pts

Synaptic Linchpin

With a neuro-cortex that pulsates with the irresistible power of the Hive Mind, this leader acts as
TYRANIDS model only. While a friendly TYRANIDS unit is within 9" of the bearer, that unit is within Synapse Range of your army.

Subterranean Assault →

15 pts

Synaptic Strategy

Possessing an exceptionally acute connection to the hive mind, this creature benefits from a constan
Tyranids model only. Once per battle, you can target the bearer’s unit with the Rapid Ingress stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this phase.
20 pts

Tremor Senses

From its concealed position beneath the battlefield, this bioform picks up on subtle traces of movem
Tyranids model only. After both players have deployed their armies, select up to three friendly TYRANIDS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves.
15 pts

Vanguard Intellect

This bioform uses its own keen senses and predatory intellect to burrow into position and strike bef
Tyranids model with the Deep Strike ability only. The bearer’s unit can be set up using the Deep Strike ability in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.

Synaptic Nexus →

30 pts

Psychostatic Disruption

A maelstrom of psychostatic disruption boils about this bioform. It degrades artificial and biologic
Tyranids Synapse model only. Enemy units that arrive on the battlefield from Reserves cannot be set up within 12" of the bearer. In addition, once per battle, during the first or second battle round, when your opponent declares that a unit will arrive on the battlefield from Strategic Reserves, the bearer can use this Enhancement. If it does, roll one D6: on a 4+, that enemy unit cannot arrive on the battlefield this turn.
20 pts

Synaptic Control

The Hive Mind’s synaptic network is so strong that even the mangled remains of mortally wounded beas
Tyranids Synapse model only. Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack.
15 pts

The Dirgeheart of Kharis (Aura)

This grotesque biomorphic symbiote buries itself in its hosts thorax and emits a droning psychic not
Tyranids Synapse model only. While an enemy unit is within 9" of the bearer, worsen that units Leadership characteristic by 1.

Tyranid Attack →

0 pts

Reinforced Carapace

Threaded with molecular veins of absorbed alloys and minerals, this bioforms chitinous carapace has
Each time an attack is allocated to the bearer, subtract 1 from the Damage characteristic of that attack (note that if given to a TYRANID PRIME model, this only affects that model and not other models in its unit).
0 pts

Synaptic Goad

This gestalt colony of ganglean parasites amplifies the Hive Mind’s localised control over its leadi
In your Command phase, select one friendly TYRANiD WARRiORS wiTH MELEE BiO-wEAPONS or TYRANiD WARRiORS wiTH RANGED BiO-wEAPONS unit within 6" of the bearer. Until the end of the turn, add 2" to the Move characteristic of models in that unit.

Unending Swarm →

15 pts

Adrenalised Onslaught

Biostimulants course through the bodies of these warrior organisms, combining with goading synaptic
TYRANIDS model only. Each time the bearer’s unit Piles In or Consolidates, models in this unit can move an additional 3".
30 pts

Naturalised Camouflage

These warrior organisms possess limited chameleonic properties that conceal their advance. The benef
TYRANIDS model only. At the start of the first battle round, select up to three friendly Endless Multitude units within 9" of the bearer. Until the end of the battle round, each time a ranged attack targets one of those units, models in that unit have the Benefit of Cover against that attack.
25 pts

Piercing Talons

A simple but potent biomorphic enhancement of these warrior organisms sees some amongst their number
TYRANIDS model only. Each time a model in the bearer’s unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
20 pts

Relentless Hunger

An overriding need to sink their fangs into the flesh of their prey drives these creatures toward th
TYRANIDS model only. Add 2" to the Move characteristic of models in the bearer’s unit.

Vanguard Onslaught →

15 pts

Chameleonic

Subdermal crystals in this organisms carapace capture and redirect light, helping to conceal it.
Vanguard Invader model only. The bearer has the Stealth ability and each time a ranged attack targets the bearer’s unit, models in that unit have the Benefit of Cover against that attack.
20 pts

Hunting Grounds

This warrior organism has identified installations and routes of communication and supply vital to t
TYRANIDS model only. While the bearer is on the battlefield, each time your opponent sets up a Reserves unit on the battlefield, roll one D6: on a 2+, that unit must take a Battle-shock test.
20 pts

Neuronode

While no true synapse beast, this bioform has been grafted with a limited synaptic symbiote, the inf
TYRANIDS model only. After both players have deployed their armies, you can select up to three Vanguard Invader units from your army and redeploy all of those units. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves.
10 pts

Stalker

This hunter seeks vital priority prey that has been pheromonally marked for swift slaughter.
Vanguard Invader model only. At the start of the battle, select one enemy unit. Each time the bearer makes an attack that targets that enemy unit, add 1 to the Hit roll and add 1 to the Wound roll.

Warrior Bioform Onslaught →

30 pts

Elevated Might

This bioform and its accompanying organisms possess muscular adaptations that give them incredible s
TYRANIDS model only. The bearer’s unit is eligible to declare a charge in a turn in which it Advanced.
20 pts

Ocular Adaptation

This node-beast’s bio-adaptations allow it to perceive the minutest electrical impulse or heat signa
Winged Tyranid Prime or Tyranid Prime with Lash Whip model only. Each time a model in the bearer’s unit makes an attack, add 1 to the Hit roll.
20 pts

Sensory Assimilation

The Hive Mind feeds accumulated sensory data to this leader‑beast, providing it with forewarning of
Winged Tyranid Prime or Tyranid Prime with Lash Whip model only. Each time an attack targets the bearer’s unit, subtract 1 from the Hit roll.
Stratagems (312)

General

1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

BATTLEFIELD COMMAND

Either player’s turn - Any phase
WHEN: Start or end of any phase.

TARGET: One Leader unit from your army and one friendly Bodyguard unit within 6" of it that it could normally be attached to.

EFFECT: Select one of your Leader unit’s Leader abilities. Until the start of your next Command phase, that Bodyguard unit is treated as being led by that Leader unit for the purposes of that Leader ability.

RESTRICTIONS: Once you target a unit with this Stratagem, that unit cannot be targeted with it again until your next Command phase.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
1 CP

COMMAND RE-ROLL

Either player’s turn - Any phase
WHEN: Any phase, just after you have made a Hit roll, a Wound roll, a Damage roll, a saving throw, an Advance roll, a Charge roll, a Desperate Escape test, a Hazardous test, or just after you have rolled the dice to determine the number of attacks made with a weapon, for an attack, model or unit from your army.

TARGET: That unit or model from your army.

EFFECT: You re-roll that roll, test or saving throw.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
2 CP

COUNTER-OFFENSIVE

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has fought.

TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.

EFFECT: Your unit fights next.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EPIC CHALLENGE

Either player’s turn - Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.

TARGET: One CHARACTER model in your unit.

EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

EXPLOSIVE CLEARANCE

Your turn - Shooting phase
WHEN: Your Shooting phase.

TARGET: One unit from your army that has not been selected to shoot this phase.

EFFECT: Select one model in your unit that is equipped with a weapon with the [BLAST] ability. Until the end of the phase, when determining how many models are in the target unit for the purpose of that ability, include models that are not visible to the attacking model. In addition, attacks made with that weapon can be allocated to models that are not visible to the attacking model.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

GO TO GROUND

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

HEROIC INTERVENTION

Opponent’s turn - Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.

TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.

EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.

RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.

TARGET: That unit from your army.

EFFECT: Your unit automatically passes that Battle-shock test.

RESTRICTIONS: You cannot use this Stratagem more than once per battle.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

INSANE BRAVERY

Your turn - Command phase
WHEN: Battle-shock step of your Command phase, just after you have failed a Battle-shock test taken for a unit from your army.

TARGET: The unit from your army that Battle-shock test was just taken for (even though your Battle-shocked units cannot normally be affected by your Stratagems).

EFFECT: Your unit is treated as having passed that test instead, and is not Battle-shocked as a result.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
1 CP

RAPID INGRESS

Opponent’s turn - Movement phase
WHEN: End of your opponent’s Movement phase.

TARGET: One unit from your army that is in Reserves.

EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).

RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.

Assimilation Swarm →

1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

RAPACIOUS HUNGER

Your turn - Fight phase
WHEN: Your Fight phase.

TARGET: One TYRANIDS unit from your army that just destroyed an enemy unit.

EFFECT: Your unit immediately Regenerates (See Feed the Swarm). When doing so, if your unit is a Harvester unit and you choose for one model to regain up to D3 lost wounds, that model regains up to 3 lost wounds instead.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.
1 CP

SECURE BIOMASS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [LETHAL HITS] ability. If your unit is a Harvester unit, each time a model in that unit makes a melee attack, a successful unmodified Hit roll of 5+ scores a Critical Hit as well.

Biotide →

1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.
1 CP

LIVING AVALANCHE

Your turn - Movement phase
WHEN: Your Movement phase, just after a TYRANIDS unit from your army has opened a Hatchway.

TARGET: That TYRANIDS unit.

EFFECT: Your unit can make a Swarm move. To do so, your unit can be moved up to 3", but at least one model from your unit must end that move on the opposite side of that Hatchway from the one it started the phase on. When doing so, those models can be moved within Engagement Range of enemy units.

Invasion Fleet →

2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
2 CP

ADRENAL SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army and are eligible to fight, or one other TYRANIDS unit from your army that is eligible to fight.

EFFECT: Until the end of the phase, each time a model in any of those selected units makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

DEATH FRENZY

Either player’s turn - Fight phase
WHEN: Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model’s unit has finished making its attacks, and is then removed from play.
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

OVERRUN

Either player’s turn - Fight phase
WHEN: Fight phase, just before a TYRANIDS unit from your army Consolidates.

TARGET: That TYRANIDS unit.

EFFECT: Until the end of the phase, each time your unit Consolidates, models in it can move an additional 3" as long as your unit can end that move within Engagement Range of one or more enemy units. If your unit is within Synapse Range of your army and not within Engagement Range of any enemy units, instead of making that Consolidation move, it can make a Normal move of up to 6".
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

PREDATORY IMPERATIVE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: Up to two TYRANIDS units from your army that are within Synapse Range of your army, or one other TYRANIDS unit from your army.

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 that may be active for your army.

RESTRICTIONS: You cannot select the same Hyper-adaptation you selected at the start of the first battle round.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.
1 CP

RAPID REGENERATION

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One TYRANIDS unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, models in your unit have the Feel No Pain 6+ ability. If your unit is within Synapse Range of your army, models in your unit have the Feel No Pain 5+ ability instead.

Subterranean Assault →

1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

ENFILADING EMERGENCE

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that was set up as Reinforcements this turn.

EFFECT: Until the end of your next Fight phase, weapons equipped by models in your unit have the [SUSTAINED HITS 1] and [IGNORES COVER] abilities.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

REPLENISHING SWARMS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One Tyranids unit from your army, wholly within 9" of one or more Tunnel Markers you placed.

EFFECT: One model in your unit regains up to D3+1 lost wounds, or you can return up to D3+1 destroyed models with a Wounds characteristic of 1 to your unit, with their full wounds remaining, instead.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

RETREAT BELOW

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: One Tyranids unit or up to two Burrower units from your army that are not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.
1 CP

TUNNEL NETWORK

Your turn - Movement phase
WHEN: End of your Movement phase.

TARGET: One Tyranids unit from your army that is wholly within 9" of one or more of your Tunnel Markers and not within Engagement Range of one or more enemy units.

EFFECT: Remove your unit from the battlefield and set it up again, wholly within 9" of another Tunnel Marker you placed, and more than 6" horizontally away from all enemy units.

Synaptic Nexus →

1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IMPERATIVE DOMINANCE

Your turn - Command phase
WHEN: Your Command phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army.

EFFECT: Select one Synaptic Imperative, even if you have already selected that imperative this battle. Until the start of your next Command phase, that Synaptic Imperative is active for your unit instead of any other Synaptic Imperative that is active for your army.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

IRRESISTIBLE WILL

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One Synapse unit from your army that has not been selected to shoot or fight this phase, and one enemy unit within 24" of and visible to the SYNAPSE unit.

EFFECT: Until the end of the phase, each time a friendly TYRANIDS model makes an attack that targets that enemy unit, if the attacking model’s unit is within 6" of your SYNAPSE unit, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

OVERRIDE INSTINCTS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and made a Fall Back move this phase.

EFFECT: Your unit is eligible to shoot and declare a charge this turn.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

REINFORCED HIVE NODE

Either player’s turn - Shooting or Fight phase
WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

TARGET: One Synapse unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the attacking unit has finished making its attacks, each time an attack targets your unit, worsen the Armour Penetration characteristic of that attack by 1.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

SYNAPTIC CHANNELLING

Either player’s turn - Command phase
WHEN: Command phase.

TARGET: One Synapse unit from your army.

EFFECT: Until the end of the turn, while a friendly TYRANIDS unit is within 9" of the selected unit, that unit is within Synapse Range of your army.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.
1 CP

THE SMOTHERING SHADOW

Either player’s turn - Any phase
WHEN: Any phase, just after an enemy unit fails a Battle-shock test.

TARGET: One Synapse unit from your army within 12" of that enemy unit.

EFFECT: Roll six D6: for each 3+, that enemy unit suffers 1 mortal wound.

Tyranid Attack →

1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

BIO-ACID SURGE

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One TYRANIDS unit from your army that is within Synapse Range of your army and has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.
1 CP

HIVE SIGHT

Your turn - Charge phase
WHEN: Your Charge phase.

TARGET: One TYRANIDS SYNAPSE unit from your army and one friendly TYRANIDS unit that has not declared a charge this phase.

EFFECT: Select one enemy unit that is visible to your SYNAPSE unit. Until the end of the phase, each time your other unit declares a charge, it can include that enemy unit as a target of that charge, even if it is not visible to it, and when doing so, add 1 to the Charge roll.

Vanguard Onslaught →

1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
1 CP

ASSASSIN BEASTS

Either player’s turn - Fight phase
WHEN: Fight phase.

TARGET: One Vanguard Invader Infantry unit from your army that has not been selected to fight this phase.

EFFECT: Until the end of the phase, melee weapons equipped by models in your unit have the [PRECISION] ability.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
2 CP

HYPERSENSORY SCILLIA

Opponent’s turn - Movement phase
WHEN: Your opponent’s Movement phase, just after an enemy unit ends a Normal, Advance or Fall Back move.

TARGET: Up to two Vanguard Invader units from your army that are within 9" of that enemy unit, or one other Tyranids Infantry unit from your army that is within 9" of that enemy unit.

EFFECT: Those selected units can each make a Normal move of up to 6".

RESTRICTIONS: You cannot target units that are within Engagement Range of one or more enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

INVISIBLE HUNTER

Opponent’s turn - Fight phase
WHEN: End of your opponent’s Fight phase.

TARGET: Up to two Vanguard Invader units from your army, or one Tyranids Infantry unit from your army.

EFFECT: Remove the targeted units from the battlefield and place them into Strategic Reserves.

RESTRICTIONS: The targeted units must be more than 3" away from all enemy units.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SEEDED BROODS

Your turn - Movement phase
WHEN: Your Movement phase.

TARGET: One TYRANIDS unit from your army that is in Reserves, or up to two Vanguard Invader units from your army that are in Reserves.

EFFECT: Until the end of the phase, for the purposes of setting up those selected units on the battlefield, treat the current battle round number as being one higher than it actually is.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

SURPRISE ASSAULT

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase, just after a Vanguard Invader unit from your army has selected its targets.

TARGET: That VANGUARD INVADER unit.

EFFECT: Select one enemy unit that was selected as the target of one or more of your unit’s attacks. That enemy unit must take a Battle-shock test. Until the end of the phase, each time a model in your unit makes an attack that targets that enemy unit, add 1 to the Hit roll. If the Battle-shock test was failed, add 1 to the Wound roll as well.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.
1 CP

UNSEEN LURKERS

Opponent’s turn - Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

TARGET: One Vanguard Invader unit from your army that was selected as the target of one or more of the attacking unit’s attacks.

EFFECT: Until the end of the phase, your unit can only be selected as the target of a ranged attack if the attacking model is within 18" or, if your unit has the Lone Operative ability, if the attacking model is within 6". Your opponent can select new targets for the attacking unit’s attacks.

Warrior Bioform Onslaught →

1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SPONTANEOUS HYPERCORROSION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: Until the end of the phase, add 2 to the Strength characteristic of ranged weapons equipped by models in your unit and add 1 to the Strength characteristic of melee weapons equipped by Tyranid Warriors and Winged Tyranid Prime models in your unit.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.
1 CP

SYNAPTIC AMPLIFICATION

Either player’s turn - Shooting or Fight phase
WHEN: Your Shooting phase or the Fight phase.

TARGET: One TYRANIDS unit from your army that has not been selected to shoot or fight this phase.

EFFECT: If that unit is a Tyranid Warriors unit, select up to one Endless Multitude unit from your army, that is not Battle-shocked, within 6" of it. Until the end of the phase, each time a model in those units makes an attack, re-roll a Wound roll of 1, and, if it is a TYRANID WARRIORS unit, re-roll a Hit roll of 1 as well.