Enhancements (4)
10 pts Power of the Hive Mind
The Hive Mind channels lethal energy through its synaptic bioforms.
Tyranids Psyker model only. Improve the Strength and Armour Penetration characteristics of psychic weapons equipped by the bearer by 1.
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.
Stratagems (6)
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
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
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.