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Know Your Foe: Tyranids
RECOGNISING TYRANID BIOMORPHS

On these two pages, you will see all the Biomorph Enhancements available to the majority of the Tyranids. Beneath the image and title of the enhancement you will find a short paragraph entitled "What It Does". This text contains an abbreviated rule about how this enhancement works on the tabletop. For a more detailed description, turn to pp.32-33 of Codex: Tyranids.


Acid Maw
Adrenal Gland
Bio-Plasma
Bonded Exoskeleton

ACID MAW

What It Does.
A creature with an acid maw may re-roll unsuccessful rolls to wound in the first round of a close combat.

ADRENAL GLAND

What It Does:
Adrenal glands add +1 to a creature's Weapon Skill or Initiative characteristics.

BIO-PLASMA*

What It Does:
Creatures with bio-plasma may make a single extra close-combat attack, worked out at double the model's Initiative.

BONDED EXOSKELETON †

What It Does:
A creature with a bonded exoskeleton gains +1 Toughness.


Enhanced Senses
Extended Carapace
Feeder Tendrils
Flesh Hooks

ENHANCED SENSES

What It Does:
Creatures with enhanced senses gain +1 Ballistic Skill.

EXTENDED CARAPACE

What It Does:
A Tyranid with an extended carapace gains +1 to its Armour Save, so a Tyranid with a 5+ Armour Save will instead have a 4+ Armour Save, and so on.

FEEDER TENDRILS*

What It Does:
A creature with feeder tendrils always counts as having the Preferred Enemy unit special rule. Any Tyranid brood with a model within 2" of the creature also benefits from this special rule.

FLESH HOOKS*

What It Does:
A creature with flesh hooks counts as being equipped with frag grenades in close combat. Creatures with flesh hooks count "vertically impassable" terrain as difficult terrain instead.


Implant Attack
Leaping
Mace Tail
Scythe Tail

IMPLANT ATTACK*

What It Does:
A model that does not save a wound from a creature with an implant attack suffers 2 wounds instead of 1. Implant attacks are effective only in close combat and have no effect on wounds inflicted by bio-plasma.

LEAPING †

What It Does:
Leaping creatures gain a Fast Charge of 12", though they do not become Beasts. A creature with leaping may make its full attacks when within 3" of a friendly model in base contact rather than the usual 2".

MACE TAIL*

What It Does:
The creature may make a special close-combat attack each turn if more than four enemy models are in base contact with it at the beginning of that Assault phase. These attacks are conducted at Initiative 1 at the creature's full Strength.

SCYTHE TAIL*

What It Does:
The creature may make a special close-combat attack each turn if more than four enemy models are in base contact with it at the start of that Assault phase. These D3 attacks are at Initiative 1 at half the creature's Strength (round down).

Next: 'Regenerate' through to 'Winged'.

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