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CodexTyranidsInvasion Fleet

Invasion Fleet

3 DP

Detachment Rule: Hyper-adaptations

Every warrior organism in the Tyranid race is fashioned by the ineffable alien will of the Hive Mind. Their flesh and chitin is endlessly mutable, honed into whatever form will prove most lethal to the prey. 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.

Invasion Fleet

Force Disposition: TAKE AND HOLD Detachment Points: 3

Enhancements

Adaptive Biology (25pts)

Alien Cunning (30pts)

Perfectly Adapted (15pts)

Synaptic Linchpin (20pts)

Stratagems

ADRENAL SURGE

Cost: 2CP Type: Battle Tactic Stratagem Detachment: Invasion Fleet

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.

DEATH FRENZY

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Invasion Fleet

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.

OVERRUN

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Invasion Fleet

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".

PREDATORY IMPERATIVE

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Invasion Fleet

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 .

RAPID REGENERATION

Cost: 1CP Type: Battle Tactic Stratagem Detachment: Invasion Fleet

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.