| Unit | WS | BS | S | T | W | I | A | Ld | Sv |
|---|---|---|---|---|---|---|---|---|---|
| Hive Tyrant | 5 | 3 | 5 | 6 | 4 | 5 | 3 | 10 | 3+ |
| Abilities |
|---|
| Fearless:
Fearless troops automatically pass all Morale and Pinning tests they are required to take, and will never fall back. They can however go to ground voluntarily. This special rule is gained by any independent character joining a fearless unit. However, as long as a fearless character stays with a unit that is not fearless, he loses this special rule. If a unit that is falling back suddenly gains this rule, it will automatically regroup at the beginning of its next Movement phase, regardless of all normal restrictions on regrouping. Note: units with the Fearless ability are subject to the No Retreat! rule. |
| Synapse Creature:
Tyranids within 12" of a Synapse Creature gain Fearless - the units never fall back and automatically pass any moral or pinning tests. Tyranids within synapse range are immune to instant death caused by weapons with a Strength double the creature's Toughness. Note that this does not apply to Ripper Swarms. A Synapse creature is able to cause all Spore Mines within 24" to detonate in the Shooting Phase (Choose one mine in the cluster as the initial detonation point). Note that this counts as a shooting attack, so it may not shoot or use other psychic powers in the Shooting phase. Other creatures from the same brood may still fire at a different target is desired. |
| Move Through Cover:
Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score. |
| Psychic Power |
|---|
| The Horror:
Any enemy unit that wishes to assault a creature with this power must take a Morale test. If the test is failed, the unit may not make an assault this turn. |