In the realm of Warhammer 40k’s 10th Edition, Tyranid commanders have a vast array of strategic options to consider.
This guide explores the six distinct Tyranid Detachments available to you, each offering a unique combat style employed by the Tyranids. These Detachments come with a set of Rules, Stratagems, and enhancements that can be applied to your army, providing a wealth of tactical possibilities.
By the end of it, you’ll gain a comprehensive understanding of the Tyranid Detachments, enabling you to craft an army tailored to your preferred playstyle and strategy.
To make full use of this guide, play missions and games of Warhammer 40k, make sure you also have the 10th Edition Tyranids Codex at your disposal. Now join us as we break down all 6 Tyranid Detachments and review them!
The list of Tyranids Detachments in the 10th Edition:
|1.||Invasion Fleet||Designed for players who enjoy overwhelming their enemies with rapid, aggressive assaults.|
|2.||Crusher Stampede||Favors a direct and ferocious playstyle, enhancing their monstrous units’ combat efficiency.|
|3.||Unending Swarm||Suits players who prefer a relentless, attrition-based strategy, aiming to exhaust the enemy with a ceaseless onslaught.|
|4.||Assimilation Swarm||Designed for Tyranid commanders who value adaptability, allowing them to co-opt enemy strengths and regenerate forces|
|5.||Vanguard Onslaught||Ideal if you like to engage in swift, precise strikes, with abilities that allow for charging after tactical retreats or advances.|
|6.||Synaptic Nexus||Provides tactical buffs, allowing for adaptable and cunning battlefield manipulation.|
For the swarm! The Invasion Fleet Detachment is a Tyranid commander’s dream, embodying the terrifying, relentless nature of the hive fleet.
This detachment is all about blitzkrieg tactics, swarming the enemy with a tide of chitin and claws. For Tyranid players who relish the art of war and the thrill of the hunt, this detachment is your weapon of choice. Unleash the swarm and watch worlds fall!
The heart of this detachment lies in its Hyper-adaptations. Choose from Swarming Instincts, Hyper-aggression, or Hive Predators to tailor your swarm’s ferocity to the prey at hand. This strategic flexibility allows you to adapt and evolve on the battlefield, just like the Tyranids themselves.
The Stratagems are where the Invasion Fleet truly shines. From the resilience of Rapid Regeneration to the vengeful strike of Death Frenzy, these tools of war add layers of tactical depth.
Overrun and Predatory Imperative are particularly cunning, offering movement and adaptation tricks that can catch your opponent off guard. And with Endless Swarm, your fallen warriors rise again, embodying the relentless nature of the Tyranids.
Here’s a complete list of what this Detachment includes.
Invasion Fleet Detachment Rule:
At the start of the first battle round, you can 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.
Stratagems available for the Invasion Fleet Detachment:
- Rapid Regeneration (1CP) – Battle Tactic Stratagem: When one TYRANIDS unit from your army becomes the target of attacks from an enemy unit, you can grant your unit the Feel No Pain 6+ ability until the phase concludes. If your unit is positioned within Synapse Range of your army, it receives an improved Feel No Pain 5+ ability instead.
- Adrenal Surge (2CP) – Battle Tactic Stratagem: During this phase, you can choose up to two TYRANIDS units from your army within Synapse Range and eligible to fight, or one additional eligible TYRANIDS unit from your army. Until the phase ends, whenever a model in one of these selected units makes an attack, an unmodified Hit roll of 5+ results in a Critical Hit, granting the unit a Feel No Pain 5+ ability.
- Death Frenzy (1CP) – Strategic Ploy Stratagem: Choose a TYRANIDS unit from your army that has been targeted by attacks from an enemy unit. Until the phase concludes, whenever a model in your chosen unit is destroyed, and that model has not yet fought in this phase, roll a D6. On a roll of 4 or higher, the model remains in play and can engage in combat after the attacking unit completes its attacks, after which it is removed from play.
- Overrun (1CP) – Strategic Ploy Stratagem: For the designated TYRANIDS unit, during this phase, when the unit Consolidates, its models can make an extra 3″ move as long as they can conclude the move within Engagement Range of enemy units. If the unit is both within Synapse Range of your army and not in Engagement Range of any enemy units, it can opt for a Normal move of up to 6″ in place of the Consolidation move.
- Predatory Imperative (1CP) – Strategic Ploy Stratagem: Select a Hyper-adaptation for up to two TYRANIDS units within Synapse Range or one other TYRANIDS unit. This adaptation remains in effect until your next Command phase, in addition to any other active adaptations for your army, but you can’t choose the same one used at the start of the first battle round.
- Endless Swarm (1CP) – Strategic Ploy Stratagem: You can choose two ENDLESS MULTITUDE units within Synapse Range of your army or one other ENDLESS MULTITUDE unit from your forces. For each of these units, you have the ability to resurrect a random number of destroyed models, specifically D3+3, bringing them back into the battle.
Invasion Fleet Enhancements:
- Alien Cunning (+30 points): Once both players have finished deploying their armies, you can choose up to three TYRANIDS units from your forces and reposition them. During this process, you have the option to place these units into Strategic Reserves, even if Strategic Reserves are already occupied.
- Perfectly Adapted (+15 points): Once during a turn, the bearer can re-roll a single Hit, Wound, Damage roll, Advance, Charge roll, or saving throw.
- Synaptic Linchpin (+20 points): When a friendly TYRANIDS unit is within 9″ of the bearer, it falls under your army’s Synapse Range.
- Adaptive Biology (+25 points): The bearer initially has the Feel No Pain 5+ ability. However, if, at the start of any turn, the bearer has fewer wounds than its starting amount, it gains the Feel No Pain 4+ ability for the remainder of the battle.
Unleash the beasts! The Crusher Stampede Detachment is a Tyranid player’s dream, turning the battlefield into a frenzy of claws and fangs. This detachment is a powerhouse for those who love to charge headfirst into the fray, unleashing the primal fury of the Tyranid monsters.
The core rule of the Crusher Stampede is a testament to the Tyranids’ relentless nature. As your monstrous units take hits and their numbers thin, their rage boils over. A +1 bonus to Hit rolls kicks in when they’re below Starting Strength, and if they’re really up against the ropes, Below Half-strength, they get a +1 bonus to Wound rolls too. It’s like poking a hive of angry, otherworldly hornets – they only get meaner.
The Stratagems for this detachment are all about turning your monsters into engines of destruction. “Corrosive Viscera” ensures your fallen beasts go out with a bang, dealing guaranteed mortal wounds. “Rampaging Monstrosities” lets you re-roll Hit rolls, making every strike count.
“Savage Roar” is a psychological weapon, forcing enemies to take Battle-shock tests and weakening their attacks. “Untrammelled Ferocity” turns your monsters into unstoppable juggernauts, plowing through enemy lines. “Swarm-Guided Salvoes” sharpens their ranged attacks, ignoring cover and pesky modifiers. And “Massive Impact”? It’s like a wrecking ball, dealing a flurry of mortal wounds to anyone foolish enough to stand close.
The enhancements are the cherry on top. “Ominous Presence” turns your monsters into objective-holding titans. “Enraged Reserves” gives them a chance for a final, vengeful strike. “Null Nodules” shields them from psychic meddling, and “Monstrous Nemesis” makes them the bane of enemy monsters and vehicles.
Here’s a list view of what you’ll have access to if you decide to play this detachment.
Crusher Stampede Detachment Rule:
Whenever a TYRANIDS MONSTER model from your army launches an attack, if its unit is below its Starting Strength, you gain a +1 bonus to the Hit roll. Additionally, if the unit is Below Half-strength, you also receive a +1 bonus to the Wound roll. This reflects the escalating rage and ferocity of the surviving monsters as their numbers dwindle.
Stratagems available for the Crusher Stampede Detachment:
- Corrosive Viscera (1CP) – Strategic Ploy Stratagem: You can use this Stratagem on a TYRANIDS MONSTER model, even if it has just been destroyed. When using your model’s Deadly Demise ability, you don’t need to roll a D6 to determine mortal wounds; they are automatically inflicted.
- Rampaging Monstrosities (1CP) – Battle Tactic Stratagem: Choose one MONSTER unit from your army that hasn’t fought this phase. For the entire phase, when models in your unit make attacks, you have the option to re-roll the Hit roll.
- Savage Roar (1CP) – Battle Tactic Stratagem: Choose a MONSTER unit from your army that was targeted by the attacking unit. The enemy unit must then take a Battle-shock test. Until the phase ends, when a model in the enemy unit attacks your unit, reduce their Hit roll by 1. If the Battle-shock test is failed, also subtract 1 from the Wound roll.
- Untrammelled Ferocity (1CP) – Strategic Ploy Stratagem: Choose a MONSTER unit from your army that hasn’t moved this phase. Until the phase’s end, your unit’s models can move through enemy models as if they were allies, and any Desperate Escape tests they need to make are automatically successful until the phase concludes.
- Swarm-Guided Salvoes (1CP) – Battle Tactic Stratagem: Choose one TYRANIDS MONSTER unit from your army that hasn’t been selected to shoot this phase. For the remainder of this phase, models in the selected unit’s ranged weapons gain the IGNORES COVER ability. Additionally, during this phase, you can opt to disregard any modifiers to the selected model’s Ballistic Skill characteristic and Hit roll when making attacks.
- Massive Impact (1CP) – Epic Deed Stratagem: For the TYRANIDS MONSTER model, choose an enemy unit within Engagement Range and roll six D6. Each 4+ inflicts 1 mortal wound on the enemy unit.
Crusher Stampede Enhancements:
- Ominous Presence (+15 points): Increase the bearer’s Objective Control characteristic by 3.
- Enraged Reserves (+20 points): If the bearer, after being hit in melee and before fighting, is destroyed, roll a D6. On a roll of 3+ it doesn’t get removed immediately, can fight after the attacker’s unit, and is then removed from play.
- Null Nodules (+10 points): Once during a battle, when the bearer is targeted by a Psychic Attack, it can activate this ability. If used, the bearer gains the Feel No Pain 5+ ability against Psychic Attacks until the phase ends.
- Monstrous Nemesis (+25 points): Whenever the wielder makes a melee attack against a MONSTER or VEHICLE unit, increase the Wound roll by 1.
The Unending Swarm Detachment is tailor-made for the Warhammer 40k player who embraces a strategy of attrition and relentless pressure. This playstyle is all about overwhelming your opponent with sheer numbers and maintaining a constant offensive.
The core rule of the detachment, where units Surge forward after taking losses, perfectly complements a strategy of relentless advance. It encourages you to keep pushing forward, even as your units take hits. This playstyle is about wearing down your opponent, constantly reinforcing your front lines and never giving them a moment’s respite.
The Stratagems like “Synaptic Goading” and “Unending Waves” reinforce this strategy. They allow you to keep the pressure on by repositioning your units more effectively and even bringing back destroyed units to the fray. This ensures a continuous stream of Tyranid creatures swarming the battlefield.
In terms of playstyle, the Unending Swarm Detachment is ideal for players who enjoy a war of attrition. It’s about outlasting your opponent, keeping them on their toes, and overwhelming them with an endless tide of Tyranids.
This detachment is a testament to the Tyranids’ lore as an all-consuming swarm, and it allows players to recreate that on the tabletop, relentlessly advancing and consuming all in their path.
Unending Swarm Detachment Rule:
After an enemy unit has been selected to shoot and has completed its attacks, if one or more models from ENDLESS MULTITUDE units in your army were destroyed due to those attacks, each such unit has the option to perform a Surge move. To execute this move, roll a D6; the unit can then move a distance in inches equal to the result. However, it must conclude this move as close as possible to the nearest enemy unit (excluding AIRCRAFT). During this move, the models can be positioned within Engagement Range of enemy units. Note that units cannot make a Surge move while they are Battle-shocked.
Stratagems available for the Unending Swarm Detachment:
- Synaptic Goading (1CP) – Strategic Ploy Stratagem: The ENDLESS MULTITUDE unit gains a special ability for their Surge move – they can re-roll the D6 to determine their movement distance. Plus, during this move, they can position themselves as close as they can get to the nearest objective marker instead of the nearest enemy unit. Remember, all other Surge move rules still remain in effect.
- Unending Waves (2CP) – Strategic Ploy Stratagem: Target one ENDLESS MULTITUDE unit from your army that was recently destroyed. You can apply this Stratagem to that unit despite its recent destruction. As a result, introduce a new unit to your army that mirrors the characteristics of your previously destroyed unit, positioning it in Strategic Reserves and restoring it to its initial strength. However, please note that any CHARACTER units linked to your destroyed unit are not eligible for this revival.
- Teeming Masses (1CP) – Battle Tactic Stratagem: Choose one ENDLESS MULTITUDE unit from your army, the target of an attack. This choice results in a -1 Hit roll penalty against your unit until the phase’s end each time an attack is directed at it.
- Swarming Masses (1CP) – Battle Tactic Stratagem: Choose one ENDLESS MULTITUDE unit from your army that hasn’t already shot or fought this phase. Until the phase ends, the unit’s weapons gain the [SUSTAINED HITS 1] ability. If your unit has 15 or more models, every unmodified Hit roll of 5+ results in a Critical Hit when a model in your unit makes an attack.
- Bounding Advance (1CP) – Battle Tactic Stratagem: Choose one ENDLESS MULTITUDE unit from your army. During this phase, when your unit Advances, you don’t need to roll for it. Instead, you can increase the Move characteristic of models in your unit by 6″ until the phase concludes.
- Preservation Imperative (1CP) – Strategic Ploy Stratagem: Choose one ENDLESS MULTITUDE unit from your army that has been targeted by attacks from the attacking unit. For the rest of the phase, your unit is considered to have less than five models for the [BLAST] ability.
Unending Swarm Enhancements:
- Relentless Hunger (+20 points): Increase the Move attribute of models in the bearer’s unit by 2 inches.
- Naturalised Camouflage (+30 points): At the beginning of the initial battle round, designate a maximum of three friendly ENDLESS MULTITUDE units situated within 9″ of the bearer. For the remainder of the battle round, when a ranged attack is directed at any of those units, the models within that unit gain the Cover Benefit against the attack.
- Piercing Talons (+25 points): Whenever a model within the bearer’s unit initiates an attack, in the event of a Critical Wound, enhance the Armor Penetration value of that attack by 1.
- Adrenalised Onslaught (+15 points): Whenever the bearer’s unit executes a Pile In or Consolidate move, the models within that unit are permitted to move an extra 3 inches.
The Assimilation Swarm Detachment is a masterclass in adaptive warfare, perfect for the Warhammer 40k Tyranid commander who favors a tactical, versatile approach. This detachment excels at absorbing the strengths of the enemy, turning the tide of battle by mimicking and reclaiming the abilities of their foes.
Central to this detachment is the ability to regenerate and rebound from losses. During your Command phase, HARVESTER units near an objective marker can perform Regeneration, restoring wounds or even reviving destroyed models.
This rule embodies the Tyranids’ terrifying ability to assimilate and adapt, making your forces resilient and hard to put down.
The Stratagems available to the Assimilation Swarm are like tactical tools in a cunning commander’s arsenal. “Broodguard Impulse” turns the destruction of your HARVESTER units into a rallying cry, boosting Wound rolls against the enemy responsible.
“Reclaim Biomass” allows for additional regeneration, reinforcing your lines. “Tyrannoformed” ensures control over objectives, even in the absence of your units. “Ablative Carapace” enhances survivability, and “Secure Biomass” turns your units into lethal combatants. “Rapacious Hunger” rewards your aggression with immediate regeneration, keeping the momentum in your favor.
The enhancements further augment this adaptive playstyle. “Regenerating Monstrosity” doubles down on regeneration capabilities. “Instinctive Defence” offers strategic flexibility and combat advantages. “Biophagic Flow” extends the reach of your regeneration, and “Parasitic Biomorphology” boosts the combat prowess of your units.
Here’s a complete list of what’s available in this detachment and their associated costs.
Assimilation Swarm Detachment Rule:
During your Command phase, if a HARVESTER unit from your army is near an objective marker you control, it can perform Regeneration on a friendly TYRANIDS unit within 6″ of it. Regeneration can only be used once per phase. When a unit undergoes Regeneration, you can choose one of the following effects:
- Restore up to D3 lost wounds on one model in that unit.
- Revive one destroyed INFANTRY model (excluding CHARACTERS) in that unit with its full wounds intact. If the unit belongs to the ENDLESS MULTITUDE category, you can revive up to 3 destroyed models instead.
Stratagems available for the Assimilation Swarm Detachment:
- Broodguard Impulse (1CP) – Epic Deed Stratagem: You can use this Stratagem on a recently destroyed HARVESTER unit from your army. Once used, for the rest of the battle, whenever a friendly TYRANIDS model launches an attack against the enemy unit responsible for destroying your HARVESTER unit, you gain a +1 bonus to the Wound roll.
- Reclaim Biomass (1CP) – Strategic Ploy Stratagem: A HARVESTER unit from your army located within 6″ of the destroyed unit can trigger the Regeneration effect on a friendly TYRANIDS unit within 6″ of your HARVESTER unit as outlined in the Feed the Swarm rules.
- Tyrannoformed (1CP) – Strategic Ploy Stratagem: Choose one HARVESTER unit in your army near an objective marker you control. This marker remains under your control, even if it’s unoccupied by your models, until your opponent controls it at the start or end of any turn.
- Ablative Carapace (2CP) – Epic Deed Stratagem: Choose one HARVESTER unit from your army that was targeted by an attacking unit’s attacks. For the rest of the phase, models in your selected unit gain the Feel No Pain 5+ ability. If your unit is located near an objective marker you control, models in your unit will have the improved Feel No Pain 4+ ability instead, continuing until the phase concludes.
- Secure Biomass (1CP) – Strategic Ploy Stratagem: Choose a TYRANIDS unit from your army that hasn’t fought this phase. For the remainder of the phase, the unit’s melee weapons gain the [LETHAL HITS] ability. If the unit is a HARVESTER unit, every time a model from that unit makes a melee attack, an unmodified Hit roll of 5+ also counts as a Critical Hit.
- Rapacious Hunger (1CP) – Battle Tactic Stratagem: After a TYRANIDS unit in your army eliminates an enemy unit, you can target that TYRANIDS unit. It immediately undergoes Regeneration, as described in the Feed the Swarm ability. If your unit is a HARVESTER unit and you opt for one model to regain up to D3 lost wounds, that specific model regains up to 3 lost wounds instead.
Assimilation Swarm Enhancements:
- Regenerating Monstrosity (+20 points): The bearer’s unit can undergo regeneration twice in a single phase, rather than just once.
- Instinctive Defence (+15 points): If the bearer is within 6″ of one or more friendly HARVESTER units, you can apply the Heroic Intervention Stratagem to the bearer’s unit for 0CP. Furthermore, when the bearer is within 6″ of one or more friendly HARVESTER units, the models in the bearer’s unit gain the Fights First ability.
- Biophagic Flow (Aura) (+10 points): When a friendly HARVESTER model is within 12″ of the bearer, the Feed the Swarm ability allows that HARVESTER model to perform Regeneration on a friendly TYRANIDS unit within 9″ of it, rather than the usual 6″.
- Parasitic Biomorphology (+25 points): Increase the Strength value of close combat weapons used by models in the bearer’s unit by 1. If, in the Fight phase, the bearer’s unit eliminates an enemy unit for the first time while the bearer is within 6″ of one or more friendly HARVESTER units, then, until the battle concludes, enhance the Attacks value of close combat weapons carried by models in the bearer’s unit by 1.
The Vanguard Onslaught Detachment is a striking force of predatory precision, perfect for the Warhammer 40k Tyranid commander who values speed, agility, and surgical strikes. This detachment is designed for players who prefer a hit-and-run style of play, focusing on rapid assaults and flanking maneuvers to disorient and decimate their foes.
Central to this detachment is the “Questing Tendrils” ability, allowing TYRANIDS units to charge even after a Fall Back action, and VANGUARD INVADER units to charge even after Advancing. This rule embodies the Tyranids’ swift and relentless nature, enabling your forces to strike quickly and retreat, only to strike again.
The Stratagems available to the Vanguard Onslaught are like the silent whispers of the Hive Mind, guiding your units with deadly precision. “Surprise Assault” and “Assassin Beasts” enhance your units’ combat capabilities, turning them into efficient killers.
“Seeded Broods” allows for strategic deployment, “Hypersensory Scillia” grants additional movement, and “Unseen Lurkers” provides a layer of protection from ranged attacks. “Invisible Hunter” offers tactical redeployment, allowing you to reposition your units for maximum impact.
The enhancements further augment this hit-and-run playstyle. “Hunting Grounds” disrupts your opponent’s reserves deployment, “Chameleonic” enhances your units’ survivability, “Stalker” boosts your attacks against a designated target, and “Neuronode” offers strategic flexibility in unit placement.
Vanguard Onslaught Detachment Rule:
- Questing Tendrils
In the initial phases of an invasion, the Hive Mind disorients and unsettles its adversaries through lightning-fast flanking maneuvers, ultimately encircling them for a gruesome, final confrontation.
Units with the TYRANIDS that possess this ability are allowed to charge even in a turn following a Fall Back action. For VANGUARD INVADER units with this ability, they can charge even after performing an Advance.
- Vanguard Prime
In the earliest stages of a Tyranid invasion, a rare bioform known as Deathleaper has been observed by Imperial observers, taking on leadership and coordination responsibilities among the swarms. By employing pheromone trails and goading imperatives, this creature offers localized synaptic control to guide other warrior organisms. DEATHLEAPER relinquishes the Hunter Organism rule and may serve as your WARLORD.
Stratagems available for the Vanguard Onslaught Detachment:
- Surprise Assault (1CP) – Battle Tactic Stratagem: Choose one VANGUARD INVADER unit from your army that hasn’t already been chosen to shoot or fight this phase, and one enemy unit as the target. The enemy unit is required to take a Battle-shock test. For the remainder of the phase, whenever a model from your unit makes an attack against the chosen enemy unit, increase their Hit rolls by 1. If the Battle-shock test was unsuccessful, also boost the Wound rolls by 1.
- Assassin Beasts (1CP) – Battle Tactic Stratagem: Choose a VANGUARD INVADER INFANTRY unit from your army that hasn’t fought this phase. Until the phase ends, the unit’s melee weapons gain the [PRECISION] ability.
- Seeded Broods (1CP) – Strategic Ploy Stratagem: Choose one TYRANIDS unit from your army in Reserves, or up to two VANGUARD INVADER units from your army also in Reserves. When activated, for the remainder of the phase, these selected units will act as if the current battle round number is one higher than it truly is when being deployed onto the battlefield.
- Hypersensory Scillia (2CP) -Strategic Ploy Stratagem: Choose up to two VANGUARD INVADER units from your army within 9″ of the enemy unit, or a single other TYRANIDS INFANTRY unit from your army also within 9″ of the enemy unit. These selected units can then make a Normal move of up to 6″. Keep in mind that you cannot target units engaged with enemy units when using this ability.
- Unseen Lurkers (1CP) – Strategic Ploy Stratagem: Choose one VANGUARD INVADER unit from your army, which was previously the target of the attacking unit’s attacks. Until the phase ends, this selected unit can only be targeted by ranged attacks if the attacking model is within 12 inches, or 6 inches if your unit possesses the Lone Operative ability. Your opponent can then pick new targets for the attacking unit’s attacks.
- Invisible Hunter (1CP) – Strategic Ploy Stratagem: You can select either two VANGUARD INVADER units from your army or one TYRANIDS INFANTRY unit from your army as the target. This action removes the chosen units from the battlefield and relocates them to Strategic Reserves. The condition is that the targeted units must be at a distance of more than 3″ from any enemy units.
Vanguard Onslaught Enhancements:
- Hunting Grounds (+20 points): TYRANIDS model only. While the bearer is present on the battlefield, whenever your opponent deploys a Reserves unit, roll a D6. If the result is 2 or higher, that unit is required to take a Battle-shock test.
- Chameleonic (+15 points): VANGUARD INVADER model only. The bearer possesses the Stealth trait, granting models in their unit the Cover Benefit whenever they are targeted by a ranged attack.
- Stalker (+10 points): VANGUARD INVADER model only. At the beginning of the battle, designate a single enemy unit. Whenever the bearer launches an attack directed at that chosen enemy unit, increase the Hit roll by 1 and the Wound roll by 1.
- Neuronode (+30 points): TYRANIDS model only. Following the deployment phase and determining the first turn, you have the option to choose a maximum of three VANGUARD INVADER units from your army for redeployment. During this process, any of these units can be positioned in Strategic Reserves, irrespective of the number of units already in Strategic Reserves.
For Tyranid commanders who relish in the art of strategic warfare, the Synaptic Nexus Detachment is your ultimate tool. This detachment transforms the battlefield into a psychic chessboard, where you, as the player, can outwit and outmaneuver your opponents with cunning and precision.
Imagine starting each round with the power to select a Synaptic Imperative. These are your ace cards, each offering unique buffs that can turn the tide of battle. Whether it’s bolstering your units’ defenses or sharpening their attack, these imperatives are your way of adapting to any challenge on the fly.
The Stratagems at your disposal are like secret weapons, each tailored to disrupt the enemy or empower your swarm. Unleash psychic havoc with “The Smothering Shadow,” extend your influence with “Synaptic Channelling,” or fortify your units against the enemy onslaught with “Reinforced Hive Node.” With “Imperative Dominance,” you can switch tactics mid-game, keeping your opponent guessing.
Enhancements like “Power of the Hive Mind” and “Psychostatic Disruption” are the cherries on top, giving your psykers an extra edge. “Synaptic Control” is your shield, toughening your units, while “The Dirgeheart of Kharis” weakens the resolve of your foes.
As a player, the Synaptic Nexus Detachment offers you a gameplay experience that’s both intellectually stimulating and tactically rewarding. It’s about being the puppet master, pulling the strings and watching as your well-laid plans unfold to devastating effect. This detachment isn’t just about brute force; it’s about playing smarter, not harder.
Synaptic Nexus Detachment Rule:
At the beginning of the battle round, you have the option to choose one of the Synaptic Imperatives listed below. Your chosen imperative will remain active for your entire army until the end of the battle round. When a TYRANIDS unit from your army is within Synapse Range, it will benefit from this imperative. It’s important to note that each Synaptic Imperative can only be selected once per battle.
- Synaptic Augmentation: When this unit is within Synapse Range of your army, the models in this unit gain a 5+ invulnerable save.
- Surging Vitality: When this unit is within Synapse Range of your army, you can add 1 to both Advance and Charge rolls made for this unit.
- Goaded to Slaughter: When this unit is within Synapse Range of your army, every time a model in this unit makes a melee attack, you can add 1 to the Hit roll.
Stratagems available for the Synaptic Nexus Detachment:
- The Smothering Shadow (1CP) – Strategic Ploy Stratagem: Choose a SYNAPSE unit from your army located within 12″ of the target enemy unit. Roll six D6, and for each result of 3 or higher, the enemy unit in question will endure 1 mortal wound.
- Synaptic Channelling (1CP) – Battle Tactic Stratagem: Choose a SYNAPSE unit from your army as the target. This selection has the following effect: until the turn’s conclusion, any friendly TYRANIDS unit within a 9″ radius of the chosen unit is considered to be within Synapse Range of your army.
- Irresistible Will (1CP) – Battle Tactic Stratagem: Choose a SYNAPSE unit in your army that hasn’t already been designated to shoot or fight this phase, along with an enemy unit within 24″ and within the line of sight of the SYNAPSE unit. For the duration of this phase, when any friendly TYRANIDS model launches an attack against the selected enemy unit, and the attacking model’s unit is within 6″ of your SYNAPSE unit, you can re-roll Hit rolls of 1 and re-roll Wound rolls of 1.
- Reinforced Hive Node (1CP) – Battle Tactic Stratagem: Choose a SYNAPSE unit from your army that was the target of attacks from the attacking unit. For the remainder of the phase, any time an attack targets your unit, reduce the Armor Penetration characteristic of that attack by 1.
- Imperative Dominance (1CP) – Strategic Ploy Stratagem: Choose a TYRANIDS unit from your army within Synapse Range. Pick one Synaptic Imperative, even if it’s been previously selected this battle. Your chosen unit will have this imperative active until the start of your next Command phase, replacing any other active Synaptic Imperative for your entire army.
- Override Instincts (1CP) – Strategic Ploy Stratagem: Choose a single TYRANIDS unit from your army within Synapse Range that has performed a Fall Back move this phase. As a result, your selected unit gains the ability to both shoot and declare a charge during this turn.
Synaptic Nexus Enhancements:
- Power of the Hive Mind (+10 points): Only applicable to TYRANIDS PSYKER models, this enhancement boosts the Strength and Armor Penetration attributes of the bearer’s psychic weapons by 1.
- Psychostatic Disruption (+30 points): Limited to TYRANIDS SYNAPSE models exclusively. Enemy units deploying onto the battlefield from Reserves are not allowed to be positioned within 12 inches of the bearer. Furthermore, once in battle and during the first or second battle round, when your opponent announces the deployment of a unit from Strategic Reserves, the bearer can employ this Enhancement. If activated, roll a single D6: when the result is 4 or higher, the targeted enemy unit is prevented from entering the battlefield during that turn.
- Synaptic Control (+20 points): Limited to TYRANIDS SYNAPSE models. When the bearer is targeted by an attack, reduce the Damage characteristic of that attack by 1.
- The Dirgeheart of Kharis (Aura) (+15 points): Exclusive to TYRANIDS SYNAPSE models, when an enemy unit is within 9″ of the bearer, reduce that unit’s Leadership characteristic by 1.