Description: Flamers: Tyranids set on fire that are immune to psychology naturally or from proximity range may continue to move and fight as normal while on fire. Must still roll for damage.
Needle/Shrieker Ammo: All Tyranids are immune to toxin from these weapons
Hellfire Shells: The shells have their full effect
Grenades: Immune to Choke, Hallucinogen, Scare, Toxin, and Virus
Conversion/Photon Flash: Tyranids recover from being blinded on a 3+ instead of a 5+
Ork Smasha Gun: Tyranid Warriors, Zoanthropes, and Lictors count as Terminator sized, Hive Tyrants and Carnifexes count as Dreadnought sized
Ork Pulsa Rokkit and Shokk attack gun: All Tyranids are counted as "Foot troops" against these
Ork Squig Catapult: Any Tyranids not on the catapult list count as "Tyranids" and have a 4+ save against Buzzer Squigs