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CodexTyranidsSynaptic Nexus

Synaptic Nexus

2 DP

Detachment Rule: Synaptic Imperatives

The leader-beasts of these swarms act as conduits to the will of the Hive Mind. Irresistible imperatives lash out from them like whips that drive lesser bioforms to hurl themselves at the prey, to fight on through fatal wounds or to attack with redoubled savagery. 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 .

Synaptic Nexus

Force Disposition: DISRUPTION Detachment Points: 2

Enhancements

Power of the Hive Mind (10pts)

Psychostatic Disruption (30pts)

Synaptic Control (20pts)

The Dirgeheart of Kharis (15pts)

Stratagems

IMPERATIVE DOMINANCE

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Synaptic Nexus

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.

IRRESISTIBLE WILL

Cost: 1CP Type: Battle Tactic Stratagem Detachment: Synaptic Nexus

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.

REINFORCED HIVE NODE

Cost: 1CP Type: Battle Tactic Stratagem Detachment: Synaptic Nexus

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.

SYNAPTIC CHANNELLING

Cost: 1CP Type: Battle Tactic Stratagem Detachment: Synaptic Nexus

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.

THE SMOTHERING SHADOW

Cost: 1CP Type: Strategic Ploy Stratagem Detachment: Synaptic Nexus

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 .