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Biotide

<b>Whether responding to attacks by hostile boarding parties or spilling into an already-breached pr

Detachment Rules (1)

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.
Enhancements (2)
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.
Stratagems (4)
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

ONRUSHING HORDE

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

TARGET: One TYRANIDS unit from your army (excluding WINGED TYRANID PRIME units), 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 an attack targets your unit, subtract 1 from the Hit roll.
1 CP

SQUIRMING MASSES

Your turn - Movement phase
WHEN: Your Movement phase, at the start of the Reinforcements step.

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

EFFECT: Until the end of the phase, models in your unit have the Deep Strike ability and, when setting them upon the battlefield using that ability, they can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, provided they are also within Synapse Range of your army.

RESTRICTIONS: You can only use this Stratagem once and, until the end of the turn, your unit is not eligible to declare a charge.
1 CP

SWARM HUNTERS

Your turn - Shooting phase
WHEN: Your Shooting phase.

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

EFFECT: Until the end of the phase, models in your unit can ignore other models in their unit for the purposes of determining visibility. In addition, if your unit is within Synapse Range of your army, each time a model in your unit makes an attack, you can re-roll the Hit roll.