# Tyranids Stratagems: 11th Edition Cards by Detachment

> All 67 Tyranids stratagems for Warhammer 40k 11th edition, by detachment: CP cost, timing, phase and full rules text, ready to print as sleeve-sized cards.

Canonical: https://lexmechanic.com/print/stratagems/tyranids

[§ PRINT](/print) · 11th edition

# Tyranids Stratagems: 67 stratagems across 14 detachments, with the army rules and detachment rules they come with. Print them as cards, nine to a sheet.

Stratagems

67

Detachments

14 10 tournament legal

Army rules

2

Data

2026-08-04

[Print as cards](/print/stratagems?faction=tyranids) [Phase Plan](/phaseplan) [Tyranids meta](/metamerge/tyranids)

[Ambush Predators](#det-ambush-predators) [Assimilation Swarm](#det-assimilation-swarm) [Biotide](#det-biotide) [Boarding Swarm](#det-boarding-swarm) [Crusher Stampede](#det-crusher-stampede) [Infestation Swarm](#det-infestation-swarm) [Invasion Fleet](#det-invasion-fleet) [Subterranean Assault](#det-subterranean-assault) [Synaptic Nexus](#det-synaptic-nexus) [Talons of the Norn Queen](#det-talons-of-the-norn-queen) [Tyranid Attack](#det-tyranid-attack) [Unending Swarm](#det-unending-swarm) [Vanguard Onslaught](#det-vanguard-onslaught) [Warrior Bioform Onslaught](#det-warrior-bioform-onslaught)

2 rules

## Army rules

What every Tyranids army brings to the table, whichever detachment it is built on.

### Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm to direct the teeming warrior-beasts to function as a single, gestalt organism on the battlefield.

If your Army Faction is TYRANIDS, while a TYRANIDS unit from your army is within 6" of one or more friendly SYNAPSE models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army:
▪ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6.
▪ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.

### Shadow in the Warp

Tyranids flood the battlefield with the psychic signature of the hive fleet - an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage. When faced with such unfathomable horror, many are driven insane or suffer catastrophic neural damage.

If your Army Faction is TYRANIDS, once per battle, in either player’s Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more SYNAPSE units from your army, subtract 1 from that test.

67 stratagems

## Detachments

Each detachment's own rules, then the stratagems it unlocks.

## Ambush Predators

3 stratagems

### Mindhunger

Ravenous instinct drives these vanguard organisms to predate leaders amongst the prey, and to crack open their crania and devour the quivering mind-meat within.

▪ Friendly DEATHLEAPER / LICTOR / NEUROLICTOR units have **Deep Strike**.
▪ Friendly LICTOR/NEUROLICTOR units’ attacks that target a CHARACTER unit can re-roll **hit rolls** of 1.

1 CP Either turn

### COUNTERPREDATION

Fight

One should never attempt to lay a trap for perfectly adapted ambush hunters, lest one become the prey in turn.

When

Fight phase, when a friendly DEATHLEAPER / LICTOR / NEUROLICTOR / VON RYAN’S LEAPERS unit is **selected to fight**.

Target

That DEATHLEAPER/LICTOR/NEUROLICTOR/VON RYAN’S LEAPERS unit.

Effect

Your unit’s attacks that target a **hidden** unit have +1 **S** and **AP**.

1 CP Your turn

### HYPERSENSORY ADAPTATIONS

Shooting

The organisms that comprise the Tyranid vanguard possess exceptionally keen senses, detecting prey no matter how well hidden it may be and relaying its location to the wider Hive Mind.

When

Start of your Shooting phase.

Target

One friendly DEATHLEAPER / LICTOR / NEUROLICTOR / VON RYAN’S LEAPERS unit.

Effect

Select one **visible** enemy unit within 12" of your unit. That enemy unit has +6" **detection range**.

1 CP Opponent's turn

### SCANNER GHEIST

Fight

What seemed a certain and identified Tyranid contact vanishes suddenly from sight and sensors both, seemingly nothing but a ghost all along.

When

End of your opponent’s Fight phase.

Target

One friendly **unengaged** DEATHLEAPER / LICTOR / NEUROLICTOR unit.

Effect

Place your unit in **strategic reserves**.

## Assimilation Swarm

6 stratagems

### Feed the Swarm

In your Command phase, each HARVESTER unit from your army can Regenerate one friendly TYRANIDS unit that is within 6" of it. A unit can only be regenerated once per phase. Each time a unit regenerates, do one of the following:
▪ One model in that unit regains up to D3+1 lost wounds.
▪ One destroyed INFANTRY model (excluding CHARACTERS) is returned to that unit with its full wounds remaining. If that unit is an ENDLESS MULTITUDE unit, up to 3 destroyed models are returned instead.

1 CP Epic Deed Either turn

### BROODGUARD IMPULSE

Any phase

Should a foe successfully slay one of the swarm’s assimilation organisms, they only mark themselves as a priority for predation and consumption in turn.

When

Any phase.

Target

One HARVESTER unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Until the end of the battle, each time a friendly TYRANIDS model makes an attack that targets the enemy unit that just destroyed your HARVESTER unit, add 1 to the Wound roll.

1 CP Strategic Ploy Either turn

### RECLAIM BIOMASS

Any phase

Dead Tyranids are consumed and reconstituted by the swarm just as readily as the lifeless carcasses of their prey.

When

Any phase, when a TYRANIDS unit from your army is destroyed, before the last model in it is removed from play.

Target

One HARVESTER unit from your army that is within 6" of that destroyed unit.

Effect

Regenerate one friendly TYRANIDS unit within 6" of your HARVESTER unit (See Feed the Swarm).

1 CP Strategic Ploy Either turn

### TYRANNOFORMED

Command

Swarms of diminutive Tyranid phage organisms carpet even the most vital strategic assets, steadily breaking them down for assimilation.

When

Command phase.

Target

One HARVESTER unit from your army that is within range of an objective marker you control.

Effect

That objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.

2 CP Epic Deed Either turn

### ABLATIVE CARAPACE

Shooting · Fight

These organisms have employed consumed minerals to exude an additional hardened protective layer over their chitinous armour.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One HARVESTER 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 5+** ability. If your unit is within range of an objective marker you control, until the end of the phase models in your unit have the Feel No Pain 4+ ability instead.

1 CP Strategic Ploy Either turn

### SECURE BIOMASS

Fight

When rich sources of biomass are identified the warrior organisms of this swarm will stop at nothing to destroy resistance and claim them.

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 Battle Tactic Your turn

### RAPACIOUS HUNGER

Fight

The hunger of the Tyranids can never be satiated.

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.

## Biotide

Boarding Actions 4 stratagems

### Unstoppable Swarm

This massed swarm of warrior organisms spills over and around one another as they advance, chitinous killers packing corridors floor to ceiling and bursting open hatchways with sheer weight of numbers.

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.

1 CP Strategic Ploy Your turn

### LIVING AVALANCHE

Movement

This hatchway does not so much slide open as burst asunder like a breached dam, warrior organisms spilling forth from it in a heaving mass.

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 Strategic Ploy Your turn

### SQUIRMING MASSES

Movement

Like water flowing through every available gap and channel, the Tyranids squeeze through ducts and vents to spill out in the midst of the prey.

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 Battle Tactic Your turn

### SWARM HUNTERS

Shooting

These Termagants act like a single, many-limbed, many-weaponed organism, squirming around one another to level the most firepower possible.

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.

1 CP Battle Tactic Opponent's turn

### ONRUSHING HORDE

Shooting

Surging toward their victims in a swift mass of screeching maws and lashing talons, the Tyranids are a panic-inducing sight.

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.

## Boarding Swarm

Boarding Actions 4 stratagems

### Priority Predation

As these cunning vanguard predators move deeper into the prey vessel, they adapt their hunting patterns at need. They run down those victims worthy of slaughter while leaving lesser enemies to flee into the dark even as the Tyranids move away in search of far worthier prey.

Each time an enemy unit within Engagement Range of one or more TYRANIDS units from your army is selected to Fall Back, after that enemy unit has made that Fall Back move, for each of those TYRANIDS units, if there are no other enemy units within Engagement Range of it, it can make a **Normal move** of up to 3".

1 CP Battle Tactic Either turn

### LITHE KILLERS

Fight

These warrior organisms employ agility and stealth in place of resilience, weaving around their victims' blows and exploiting the tangled internal structures of the voidship to their advantage.

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, models in your unit have a 5+ invulnerable save.

1 CP Strategic Ploy Either turn

### ADRENALISED SLAUGHTER

Fight

These organisms contain additional adrenal biomorphs, which send them into a final killing frenzy just before death.

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 5+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play.

1 CP Strategic Ploy Either turn

### TALON-TIP SWARM

Fight

As they break the prey's lines, these organisms seek key strategic sites to tear apart.

When

Fight phase, just after a TYRANIDS unit from your army destroys an enemy unit.

Target

That TYRANIDS unit.

Effect

If your unit is not within Engagement Range of one or more enemy units, it can make a **Normal move** of up to 3". After that move, if your unit is within range of an objective marker and no enemy units are within range of that objective marker, that objective marker is Secured by your army.

1 CP Strategic Ploy Opponent's turn

### PREDATORY POUNCE

Movement

The internal hatchways of prey voidships make excellent ambush sites for vanguard organisms.

When

Your opponent’s Movement phase, just after an enemy unit opens a Hatchway.

Target

One TYRANIDS unit from your army that is within 3" of that Hatchway and is not within Engagement Range of one or more enemy units.

Effect

Your unit can make a Pounce move. To do so, your unit can be moved up to 3", but must end that move as close as possible to that Hatchway. When doing so, those models can be moved within Engagement Range of that enemy unit, but only that enemy unit.

## Crusher Stampede

6 stratagems

### Enraged Behemoths

In their efforts to lay the monstrous beasts of a Crusher Stampede low, the prey only succeed in further enraging the rampaging monsters. The surviving beasts are driven to fight with greater fury the more of their number that fall.

Each time a TYRANIDS MONSTER model from your army makes an attack, add 1 to the Hit roll if that model’s unit is below its Starting Strength, and add 1 to the Wound roll as well if that model’s unit is Below Half-strength. In addition, while a TYRANIDS MONSTER unit from your army (excluding **Battle-shocked** units) is at its Starting Strength, add 2 to the Objective Control characteristic of models in that unit.

1 CP Strategic Ploy Either turn

### CORROSIVE VISCERA

Shooting · Fight

Highly acidic fluids spray from the creature’s wounds, lethal to those nearby.

When

Your opponent’s Shooting phase or the Fight phase, just after a TYRANIDS MONSTER model from your army with the **Deadly Demise** ability that cannot FLY is destroyed.

Target

That TYRANIDS MONSTER model. You can use this Stratagem on that model even though it was just destroyed.

Effect

Do not roll one D6 to determine whether **mortal wounds** are inflicted by your model’s Deadly Demise ability. Instead, mortal wounds are automatically inflicted.

1 CP Battle Tactic Either turn

### RAMPAGING MONSTROSITIES

Fight

Tyranid monsters have reserves of energy that they unleash in waves of devastating fury.

When

Fight phase.

Target

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

Effect

Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Hit roll.

1 CP Battle Tactic Either turn

### SAVAGE ROAR

Fight

This monster is even more terrifying to behold than other bioforms of its kind.

When

Fight phase, just after an enemy unit has selected its targets.

Target

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

Effect

That enemy unit must take a Battle-shock test and, until the end of the phase, each time a model in that enemy unit makes an attack that targets your unit, subtract 1 from the Hit roll. If that Battle-shock test was failed, subtract 1 from the Wound roll as well.

1 CP Strategic Ploy Your turn

### UNTRAMMELLED FEROCITY

Movement

Encircling and entrapping such physically powerful and fearless beasts is nigh on impossible.

When

Your Movement phase.

Target

One TYRANIDS MONSTER unit from your army that has not been selected to move this phase.

Effect

Until the end of the phase, each time a model in your unit makes a **Normal**, **Advance** or **Fall Back move**, it can move through models (excluding TITANIC models) and sections of terrain features that are 4" or less in height. When doing so:
▪ It can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them.
▪ It can also move through sections of terrain features that are more than 4" in height, but if it does, after its unit has moved, roll one D6: on a 1, your unit is **Battle-shocked**.

1 CP Battle Tactic Your turn

### SWARM-GUIDED SALVOES

Shooting

One cannot hide from a gestalt entity with a million eyes, even in the densest cover.

When

Your Shooting phase.

Target

One TYRANIDS MONSTER unit from your army that has not been selected to shoot this phase.

Effect

Until the end of the phase, ranged weapons equipped by models in your unit have the \[IGNORES COVER\] ability, and until the end of the phase each time a model in your unit makes an attack, you can ignore any or all modifiers to that model’s Ballistic Skill characteristic and any or all modifiers to the Hit roll.

1 CP Epic Deed Your turn

### MASSIVE IMPACT

Charge

Employing their sheer bulk and vicious chitinous horns and spikes, the largest Tyranids crash headlong through the foe, often with devastating results.

When

Your Charge phase, just after a TYRANIDS MONSTER model from your army ends a **Charge move**.

Target

That TYRANIDS MONSTER model.

Effect

Select one enemy unit within Engagement Range of your model and roll six D6: for each 4+, that enemy unit suffers 1 **mortal wound**.

## Infestation Swarm

Boarding Actions 4 stratagems

### Half-Glimpsed Shadows

Possessed of alien cunning and unnatural stealth, Genestealers are able to fade back into the shadows or crawl across ceilings or under deck-plates, the better to evade notice by their prey.

Each time a ranged attack targets a GREAT DEVOURER unit from your army, if the attacking model is not within 6" of that unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### HYPERADRENAL REFLEXES

Fight

Goaded by the biostimulants surging through their bodies, these warrior organisms evade their enemies'attacks with unbelievable swiftness.

When

Fight phase, just after an enemy unit has selected its targets.

Target

One GREAT DEVOURER 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 a 4+ invulnerable save.

1 CP Strategic Ploy Either turn

### PERVASIVE DREAD

Fight

With the death of their leader, the surviving prey feel an ominous sense of doom press down upon them, heightened by subtle psionic assault.

When

Fight phase, just after the enemy WARLORD is destroyed (and is not returned to the battlefield) by a GREAT DEVOURER unit from your army.

Target

That GREAT DEVOURER unit.

Effect

In your opponent’s next Command phase, each enemy unit on the battlefield must take a Battle-shock test, subtracting 1 from the result. This Stratagem cannot cause a unit to take two Battle-shock tests in the same phase.

1 CP Strategic Ploy Your turn

### HUNTING GROUNDS

Movement

Genestealers on the hunt are relentless, squirming through hatches before they have even half opened.

When

Your Movement phase, just after a GREAT DEVOURER unit from your army opens a Hatchway.

Target

That GREAT DEVOURER unit.

Effect

Your unit can make a **Normal move** of up to 3", provided at least one of its models ends that move on the opposite side of that Hatchway from when your unit opened it.

1 CP Strategic Ploy Opponent's turn

### OUTFLANK

Fight

Swarms of Genestealers crawl through vents and ducts as they seek to outflank their prey.

When

End of your opponent’s Fight phase.

Target

One GENESTEALERS or PURESTRAIN GENESTEALERS unit from your army that is wholly within an Entry Zone.

Effect

Remove your unit from the battlefield and place it into **Strategic Reserves**. It will arrive back on the battlefield in the Reinforcements step of your next Movement phase. When doing so, if it was within one of your Entry Zones when it was removed, it must be set up wholly within another one of your Entry Zones. If it was within one of your opponent’s Entry Zones when it was removed, it must be set up wholly within another one of your opponent’s Entry Zones instead. If this is not possible, your unit is destroyed.

## Invasion Fleet

6 stratagems

### Hyper-adaptations

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.

1 CP Battle Tactic Either turn

### RAPID REGENERATION

Shooting · Fight

Prey stare in horror as chitinous armour regrows and flesh, muscle and sinew knots back together.

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.

2 CP Battle Tactic Either turn

### ADRENAL SURGE

Fight

These warrior organisms destroy all as their adrenaline surges.

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 Strategic Ploy Either turn

### DEATH FRENZY

Fight

Tyranids care nothing for self-preservation, lashing out even in death.

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 Strategic Ploy Either turn

### OVERRUN

Fight

Tyranids in battle form an unstoppable avalanche of flesh and chitin that buries the foe alive.

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 Strategic Ploy Your turn

### PREDATORY IMPERATIVE

Command

Guided by the instincts of leader-beasts, the swarm can be tasked with focusing its hunting instincts.

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 Strategic Ploy Your turn

### ENDLESS SWARM

Command

As the battle rages, more organisms pour in to bolster the swarms.

When

Your Command phase.

Target

Up to two ENDLESS MULTITUDE units from your army that are within Synapse Range of your army, or one other ENDLESS MULTITUDE unit from your army.

Effect

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

## Subterranean Assault

6 stratagems

### 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.

1 CP Wargear Either turn

### ADAPTIVE OPTIMISATION

Command

On occasions where subterranean assaults are deemed tactically useful, the hive mind may spontaneously alter its burrowing organisms, enabling them to act as beacons for its will.

When

Command phase.

Target

One MAWLOC or TRYGON unit from your army.

Effect

Until the start of your next Command phase, your unit has the SYNAPSE keyword.

1 CP Wargear Your turn

### REPLENISHING SWARMS

Movement

Scrambling through the tunnels come endless multitudes of warrior-beasts and harvester bioforms, spilling out of the depths to reinforce the teeming masses.

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 Strategic Ploy Your turn

### ENFILADING EMERGENCE

Movement

Emerging from the depths, Tyranid bioforms level their weapon morphs and spit hissing volleys of living ammunition into the exposed backs of outflanked prey.

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 Strategic Ploy Your turn

### TUNNEL NETWORK

Movement

Taking advantage of freshly burrowed tunnels, Tyranid bioforms move swiftly across the landscape, emerging in unexpected locations.

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 Strategic Ploy Your turn

### SWARMING ASSAULT

Charge

A hive fleet’s vanguard organisms favour mobility and aggression, keeping the foe on the back foot with repeated coordinated assaults.

When

Your Charge phase.

Target

One TYRANIDS MONSTER unit from your army that was set up as Reinforcements this turn.

Effect

Until the end of the phase, friendly TYRANIDS units within 6" of your unit can re-roll **Charge rolls**.

1 CP Strategic Ploy Opponent's turn

### RETREAT BELOW

Fight

The network of tunnels beneath the battlefield enables Tyranid organisms to retreat from the foe and prepare further ambushes.

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**.

## Synaptic Nexus

6 stratagems

### Synaptic Imperatives

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.

1 CP Strategic Ploy Either turn

### THE SMOTHERING SHADOW

Any phase

In the heart of the swarms, the Shadow in the Warp can literally kill with its smothering power.

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 Battle Tactic Either turn

### SYNAPTIC CHANNELLING

Command

Tyranids are one with the Hive Mind; individuality is a disadvantage that they surpass.

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 Battle Tactic Either turn

### IRRESISTIBLE WILL

Shooting · Fight

Whether paralysing its prey or forcing them to stumble out of cover with its force of will, or else puppeteering nearby warrior organisms, the leader-beast ensures the prey targets are struck down.

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 Battle Tactic Either turn

### REINFORCED HIVE NODE

Shooting · Fight

Psionic shielding crackles around these leader-beasts, helping to ensure their survival.

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 Strategic Ploy Your turn

### IMPERATIVE DOMINANCE

Command

At need, the focused will of the Tyranid leader-beasts can goad warrior organisms to exhibit strategically beneficial behaviours at the instant they are needed most.

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 Strategic Ploy Your turn

### OVERRIDE INSTINCTS

Movement

The seemingly omniscient Hive Mind processes the sensory input of its swarms at an impossible rate, and compels its broods to react accordingly.

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.

## Talons of the Norn Queen

3 stratagems

### Higher Imperatives

Capable of incredibly complex reasoning and a frightening level of self-direction, Norn Emissaries and Assimilators display great agency and alien cunning in the completion of their tasks.

Friendly NORN EMISSARY / NORN ASSIMILATOR units have the following ability:
**Protean Purpose:** (Once per battle, per unit) In your Command phase, you can use this ability. If you do, this unit can make a selection for its **Singular Purpose** ability (this replaces the previous selection).

1 CP Either turn

### CATALYTIC BIOFORTIFICATION

Any phase

Impacts and surface damage trigger explosive inflammation within this organism’s exoskeleton, spawning hardened outer layers that stave off even the most grievous hurts.

When

Any phase, when a friendly NORN ASSIMILATOR unit suffers a **mortal wound**.

Target

That NORN ASSIMILATOR unit.

Effect

Your unit has **Feel No Pain 4+** against **mortal wounds**.

1 CP Either turn

### LESSER PREY

Fight

Focused on achieving its assigned imperative, this towering bioform smashes prey from its path with glad‑driven surges of additional might.

When

Fight phase, when a friendly NORN ASSIMILATOR / NORN EMISSARY unit is **selected to fight**.

Target

That NORN ASSIMILATOR/NORN EMISSARY unit.

Effect

Your unit’s melee attacks have +2 **S**.

1 CP Your turn

### TANGLESTRIKE ROUNDS

Shooting

These revolting living shells burst on impact to ensnare nearby prey organisms in a mess of dripping, incredibly sticky strands that take time to tear free of.

When

Your Shooting phase, when a friendly NORN ASSIMILATOR unit has shot.

Target

That NORN ASSIMILATOR unit.

Effect

Select one enemy unit hit by those attacks. That enemy unit is **tethered** until the start of your next Command phase:
▪ While a unit is **tethered**, that unit has -2" **M**.

## Tyranid Attack

Boarding Actions 4 stratagems

### Xeno-Terror

To be trapped within the hull of a voidship with swarming Tyranids, subjected to the focused horror of the Shadow in the Warp that wreathes them, is more than some can stand.

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.

1 CP Battle Tactic Either turn

### BIO-ACID SURGE

Fight

Triggered by synaptic imperative, these warrior organisms'weapon limbs secrete dripping gouts of virulent bio-acid.

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 Wargear Either turn

### PHAGIC SPORES

Shooting · Fight

In death, these warrior organisms release billowing clouds of hideously corrosive spores that reduce nearby prey to bubbling organic slicks.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One TYRANID WARRIORS WITH MELEE BIO-WEAPONS or TYRANID WARRIORS WITH RANGED BIO-WEAPONS 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 as a result of an attack, do not remove it from play; after the attacking unit has finished making its attacks, roll one D6: on a 3-5, the closest enemy unit within 3" of and visible to your unit suffers 1 **mortal wound**; on a 6, the closest enemy unit within 3" of and visible to your unit suffers 2 mortal wounds. The destroyed model is then removed from play.

1 CP Strategic Ploy Your turn

### EXPENDABLE BIOMASS

Shooting

The Tyranids will expend the lives of their lesser organisms in droves provided it results in their prey’s defeat.

When

Your Shooting phase.

Target

One TYRANID WARRIORS WITH RANGED BIO-WEAPONS unit from your army that has not been selected to shoot this phase.

Effect

Select one enemy unit that is visible to your unit and within Engagement Range of one or more friendly ENDLESS MULTITUDE or RIPPER SWARMS units. Until the end of the phase, your unit is eligible to make ranged attacks against that enemy unit as if it was not within Engagement Range of those friendly units. When doing so, each time a model in your unit makes a ranged attack, subtract 1 from the Hit roll and, after your unit has finished making its attacks, each of those friendly units that started the phase within Engagement Range of that enemy unit suffers D3 **mortal wounds**.

1 CP Strategic Ploy Your turn

### HIVE SIGHT

Charge

It is whispered amongst the fearful prey species that if one Tyranid can see you, they all can...

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.

## Unending Swarm

6 stratagems

### Insurmountable Odds

When Hormagaunts, Termagants and other such expendable warrior organisms attack en masse they make up for their comparative fragility with sheer numbers. Coupled with the speed and ferocity of their onslaught - which only seems to increase as the prey try to gun the creatures down or drive them back - the gathered broods soon overrun even the most determined defenders.

In your opponent’s Shooting phase, when an enemy unit has shot, if a model from a friendly ENDLESS MULTITUDE unit was **destroyed** as a result of those attacks, that friendly unit can make a **surge move** of up to D6".

1 CP Strategic Ploy Either turn

### SYNAPTIC GOADING

Any phase

For a moment, a minuscule sliver of the Hive Mind’s ineffable will is focussed through these warrior organisms, driving them to pounce upon either valuable prey or else some vital strategic target.

When

Any phase, just before an ENDLESS MULTITUDE unit from your army that is within Synapse Range of your army makes a Surge move.

Target

That ENDLESS MULTITUDE unit.

Effect

When making that Surge move, you can re-roll the D6 to determine how far your unit moves, and your unit can end that move as close as possible to the closest objective marker (instead of as close as possible to the closest enemy unit\]. All other rules for making Surge moves still apply.

2 CP Strategic Ploy Either turn

### UNENDING WAVES

Any phase

No matter how many warrior organisms are slain, more are already surging forward over their corpses.

When

Any phase.

Target

One ENDLESS MULTITUDE unit from your army that was just destroyed. You can use this Stratagem on that unit even though it was just destroyed.

Effect

Add a new unit to your army identical to your destroyed unit, in **Strategic Reserves**, at its Starting Strength.

Restrictions

Any destroyed CHARACTER units that were **attached** to your unit are not returned. You can only use this Stratagem once per battle.

1 CP Battle Tactic Either turn

### TEEMING MASSES

Shooting · Fight

Skittering, darting and pouring over one another, the Tyranids make for hard and confusing targets.

When

Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets.

Target

One ENDLESS MULTITUDE 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 an attack targets your unit, subtract 1 from the Hit roll.

1 CP Battle Tactic Either turn

### SWARMING MASSES

Shooting · Fight

The sheer weight of Tyranid numbers begins to tell as they bury their victims in lashing, biting horror.

When

Your Shooting phase or the Fight phase.

Target

One ENDLESS MULTITUDE unit from your army that has not been selected to shoot or fight this phase.

Effect

Until the end of the phase, weapons equipped by models in your unit have the \[SUSTAINED HITS 1\] ability, and If your unit contains 15 or more models, each time a model in your unit makes an attack, an unmodified Hit roll of 5+ scores a Critical Hit.

1 CP Battle Tactic Your turn

### BOUNDING ADVANCE

Movement

Synaptic impulses from the Hive Mind urge greater speed from the swarm’s warrior organisms.

When

Your Movement phase.

Target

One ENDLESS MULTITUDE unit from your army.

Effect

Until the end of the phase, each time your unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in your unit.

1 CP Strategic Ploy Opponent's turn

### PRESERVATION IMPERATIVE

Shooting

Triggered by incoming projectile fire, a synaptic pulse spurs the danger-senses of lesser warrior organisms and causes them to scatter like a shoal evading predators. Only once the explosions have stopped and the dust cleared do the bioforms bunch up once again.

When

Your opponent’s Shooting phase, just after an enemy unit has selected its targets.

Target

One ENDLESS MULTITUDE 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 is treated as containing fewer than five models for the purpose of the \[BLAST\] ability.

## Vanguard Onslaught

6 stratagems

### Questing Tendrils

In the early stages of an invasion, the Hive Mind harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody slaughter.

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.

### Vanguard Prime

During the earliest stages of a Tyranid invasion, the rare bioform Imperial observers have named Deathleaper has been seen fulfilling a leadership and coordination role amongst the swarms. Employing pheromone trails and goading imperatives, the creature provides guidance to other warrior organisms that is the localised equivalent of synaptic control.

DEATHLEAPER loses the Hunter Organism rule and can be your WARLORD.

1 CP Battle Tactic Either turn

### SURPRISE ASSAULT

Shooting · Fight

Vanguard organisms strike from unexpected quarters with calculated and emotionless alien savagery that is appalling to behold.

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 Battle Tactic Either turn

### ASSASSIN BEASTS

Fight

These bioforms have been adapted to strike with pinpoint precision at the pre-assessed weak points of selected prey that require elimination.

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 Strategic Ploy Your turn

### SEEDED BROODS

Movement

Warrior organisms erupt from concealment straight into advanced positions.

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.

2 CP Strategic Ploy Opponent's turn

### HYPERSENSORY SCILLIA

Movement

Hissing clusters of scillia warn of the slightest prey movements, allowing the Tyranids to react.

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 8" of that enemy unit, or one other TYRANIDS INFANTRY unit from your army that is within 8" 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 Strategic Ploy Opponent's turn

### UNSEEN LURKERS

Shooting

Hyper-attuned senses warn vanguard organisms when they are being targeted by the prey.

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 Strategic Ploy Opponent's turn

### INVISIBLE HUNTER

Fight

Hunter-slayer organisms can melt away before the eyes of their foes, only to strike from a new direction.

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.

## Warrior Bioform Onslaught

3 stratagems

### Leader-beasts

The Hive Mind has spawned entire swarms of Tyranid Warriors upon this battlefield, adapting them to be tougher as well as more numerous, and thus to serve as better conduits for its will.

▪ Friendly TYRANID WARRIORS WITH RANGED BIO-WEAPONS / TYRANID WARRIORS WITH MELEE BIO-WEAPONS units have:
▪ TYRANID WARRIORS.
▪ BATTLELINE.
▪ TYRANID WARRIORS / TYRANID PRIME WITH LASH WHIP / WINGED TYRANID PRIME models from your army have 5+ **InSv**.

1 CP Either turn

### ALIEN PHYSIOLOGY

Shooting · Fight

The sheer resilience of these warrior organisms appears nighsupernatural to their horrified prey.

When

Your opponent’s Shooting phase or the Fight phase, when an enemy unit targets a friendly TYRANID WARRIORS unit.

Target

That TYRANID WARRIORS unit.

Effect

Attacks that target your unit with a **S** greater than your unit’s **T** have -1 to **wound rolls**.

1 CP Your turn

### SYNAPTIC MICRONODES

Movement

Shed like spores from chitinous exoskeletons, these micronodes infest the very battlefield with minute motes of the Hive Mind’s consciousness.

When

End of your Movement phase.

Target

One friendly TYRANID WARRIORS unit.

Effect

Select one **objective** your unit is controlling. That **objective** is **secured**.

1 CP Your turn

### PARASITIC PAYLOAD

Shooting

The projectiles fired by this weapon are infected with parasites that burrow into the central nervous systems of their targets, causing them to shriek and convulse, giving away their position to the oncoming swarms.

When

Your Shooting phase, when a friendly TYRANID WARRIORS unit is **selected to shoot**.

Target

That TYRANID WARRIORS unit.

Effect

Your unit’s ranged attacks have \[IGNORE COVER\].

The ten core stratagems every army shares print with any faction on the [card printer](/print/stratagems).
