In the Assault phase the unit may assault up to 12". They also advance and fall back 3D6". Also they get their full number of attacks in close combat while only be within 2" of an enemy model.
Creatures with scything talons count as having two close combat weapons in an assault and so gain +1 attack. Creatures with two sets of scything talons gain +2 Attacks. Ranged weapons that base their number of shots on the owner's Attacks do not gain additional shots.
Instead of shooting the model can move another D6" in the shooting phase, ignoring penalties for difficult terrain.
At the start of the Tyranid turn any broods outside Synapse countrol range must take a Morale check for being All On Your Own. If failed consult the Tyranid Instinctive Behavior table. Additionally, roll on this table if a Tyranid creature fails a normal Morale or Pinning test while outside the Synapse control range.
The opposing player's line of fire is only blocked by terrain, vehicles and models in close combat while shooting at Tyranid models.
The brood is always subject to the Sustained Attack special rule. When the brood is destroyed or if it is falling back and the Tyranid player chooses to remove it, then an identical brood re-enters play during the next Tyranid turn, arriving by mycetic spore. The replacement brood can therefore Deep Strike even if this is not allowed in the scenario being played.
If the Tyranid player gets to choose the scenario then the Tyranids will automatically be the attackers and must choose a scenario from the category of Battle. All three missions under Battle use the Deep Strike rule, and all models in the Tyranid Seeding Swarm must arrive on the table by this method. The exception are Tyranid broods with the infiltrate rule and Lictors. For all other scenarios, if the Deep Strike option exists it can only be used by Tyranid units with the Deep Strike rule.
4
3
1
1+1
5
6+