This is an attempt to summarize and clarify what is in
the Codex, Main Book, White Dwarf, and errata. I will try
to format these rules comments in the order the topics appear
in the main book.
- Hive Nodes are not Synapse Creatures.
- Hive Nodes confer Ld 10 to the whole brood, as opposed
to simply being a Ld 10 leader so every model in the brood
gets Ld 10 if a Hive Node present.
- Bio-Acid mines have to roll for direction when they detonate.
- Bio-Acid mines point at the nearest enemy model
when a HIT is rolled for detonation direction; point it
at the center of the model.
- Biovores have to roll for Instinctive Behavior when out
of Synapse, as do Zoanthrope without the Synapse Hive Mind
Tyranids and the 4th Edition Rules
The 4th edition rules are out and there are some consequences
for the Tyranids. Follow this
link to the Chapter Approved site for the 4.0 FAQs so you
can download the latest PDF.
Comments on the 4.0 FAQ for Codex Tyranids
- Shoot the Big Ones has not gone away. What is different
now is that other armies may start to...enjoy a similar lack
of screening from their units. Also, Synapse creatures and
other creatures within Synapse range automatically
- "Tyranid Monstrous Creatures follow the rules for Monstrous
Creatures in the Warhammer 40,000 rulebook as well as those
stated in the Codex: Tyranids..." Hmm, currently,
the TAR conflicts with the Codex rules for TMCs and 4.0 is
supposed to incorporate TAR. Here's hoping that is not a
conflict when 4.0 comes out.
- Instinctive Behavior results of "Attack!" that do not result
in contact with the enemy leave the brood in a state of fallback,
so they can still be charged and removed from play if they
are charged by an enemy and fail a Leadership test.
- The much needed clarification that close combat symbiotes
work whenever a model is eligible to make close combat attacks
has been made. They can.
- Lash Whips work whenever the model is eligible to make
close combat attacks. I am not sure how that woks, since
they are defined as affecting models in base contact. I suppose
that means that any eligible close combat target is affected,
which increase the utility of Lash Whips somewhat.
- As of 2004.08.29, the FAQ's wording on "clarification"
of Tyranid Monstrous Creature (TMC) Rending Claws (RC) vs.
Armor is unfortunate. Against vehicles, the AP roll is what
matters, not the to hit roll. This may be indicative of a
new overall mechanic for RC (none was given in the FAQ),
but is that is true, then I wonder what happens with an automatic
do you roll to hit anyway to determine Rending? Does it automatically
rend? Time will tell.
- Leaping now confers attacks to models out to 4" from
the models in base contact with the enemy. While that seems
a cool thing, I rarely had a problem fitting my gaunts into
the 2" range. I hope the cost goes down or there is
another improvement to Leaping in the 4.0 Codex Tyranids.
Why don't I think it's impressive? Let's consider the worst
case scenario, crowding around the smallest possible unit,
a single model on a 1" base. It turns out that you can get
36 models around that and still fit within 2" from engaged
models, see image below:
Comments on the New Vehicle Rules
(from Black Gobbo 21)
- Venom Strangler? AP "-" cannot
cause penetrating hits in 4.0, and the BS has AP "-". So,
the Barbed Strangler will, like the Venom Cannon, only
causes Glancing Hits against vehicles.
- Invulnerable Dreadnoughts! If you are
tired of having to worry about bringing
anti-vehicle weaponry, well it just got worse. Apparently,
Dreadnoughts were not amazing enough. First, an AV of 12
or higher makes the model count as 10 models for the purpose
of outnumbering (this becomes important soon, wait for it).
In 4.0, vehicles of the Walker class (e.g. Dreadnoughts)
Armor Value in close combat. There is some rule for them
suffering an automatic Glancing Hit if they lose the combat
2:1 (or more), but that seems somewhat moot when typical
swarm models can't hurt AV 12. Combine that with the fact
that the Dreadnought will count as 10 models, and get right
back to the highly enjoyable scenario of watching a Dreadnought
futilely wrestle a unit of gaunts for the entire game. Although
they have made grenades useful against Walkers...but Tyranids
don't have grenades. Perhaps it's time to start adding some
Rending Claw Weapons Beasts
hordes...of course, you would still need to roll high even
if Rending kicked in. The morale of the story, try to
get a monster on that Dread, preferably accompanied by a
swarm; that duo should make short work of him.
- "5" is "Immobilized":
For those with the vehicle damage charts burned into their
minds, "4" and "5" have swapped places. "4" is now weapon
destroyed and "5" is now "Immobilized". Given the deleterious
effects on skimmers and the general sense that higher rolls
are more dramatic, it makes sense.
- Slow Skimmers just drop: Immobilization
no longer automatically destroys a Skimmer if it moved 6"
- No more "lost" vehicle damage! In
third edition, "Weapon destroyed" and "Immobilized" had no
effects after all weapons were destroyed or the vehicle was
immobilized, respectively. Now, excess weapon destroyed results
will cause immobilization and excess immobilization results
cause weapon destroyed. Note: once a vehicle is immobilized
and has no weapons of S4 or higher, a result of weapon destroyed
or immobilized will destroy it.
- More obedient food: When a vehicle takes
a penetrating hit, all of the occupants must bail out and
make a Pinning test. When a vehicle is destroyed, the surviving
occupants that bail out are "Entangled" (basically, it's
just like Pinning, but it affects everyone, there is no
test to avoid it).
- No more Leaping-esque Assaults by Space Marines:
A unit inside a vehicle can only assault in three cases -
1) from a Land Raider, 2) from an open-topped vehicle, 3)
not moved. Which is to say that unless you are riding in
a Land Raider or open-topped vehicle, you cannot assault
from a vehicle that has moved that turn. What you *can* do
is move, disembark, shoot, then wait for the next turn to
assault. Sounds pretty reasonable and it does speak well
to the fluff of a Land Raider.
Instinctive Behavior - what happens
Based upon what the online Chapter Approved FAQs say...
- If IB roll is failed, roll on the table in the Codex and
follow the instructions. If you fall back from close combat,
the enemy has the normal assault options available as though
you had fallen back normally.
- The unit suffers IB until they have a chance to regroup
with a Ld test at the start of the next movement phase.
This means that the roll for IB in the next turn is skipped
for the unit in question.
- Regroup - If the unit regroups, it acts normally, if not,
it continues to apply the same IB result rolled previously.
if the unit is not eligible to regroup (e.g. below half
strength), it will be stuck in its IB state until/if it
Hive Mind Powers
Hive Mind Powers Do Not Preclude the Use of Other Hive Mind
If you read the Codex Tyranids, you will find that
the Hive Mind Powers have been written in such a way
that Tyranid Psykers can use all Hive Mind Powers in
one turn. Does this violate the rules? No, it does
because of the way in which the powers are defined.
All of the Hive Mind Powers except Catalyst are defined
as functioning continuously, even the Warp Blast (weird
as that seems). So a Hive Tyrant could conceivably
every Hive Mind Power and effectively use them all
in a given turn because only one needs to be turned
Catalyst. Of course, if you use a ranged biomorph to
shoot something, you could not also use Warp Blast,
but that is a Shooting phase constraint, not a Psychic
What about focused Warp Blast? While there is a reasonable
point of contention there because you have to make a
Psychic Test, the power is still described as being
continuously functioning and the fluff explains that
the reason for the Psychic Test is to simply reflect
the peril of "frying its brains".
Hive Mind Powers Are Not Biomorphs and Thus Do Not
Count Against Biomorph Limit
- Biomorphs have a limit, listed at the beginning
of the description of the various species.
- Bio-weapons have a limit, listed in parenthesis
next to the list of bio-weapons.
- They are mutually exclusive limits, e.g., see
the "Razorfex" on
page 40, 5 biomorphs and 2 bio-weapons. If Biomorphs
included weapons, that combo would not be possible.
The CA Q&A reinforces
"Q. Are Hive Mind powers counted in the overall
number of biomorphs for
design-your-own bugs which they can have them?
A. Hive Mind powers don’t count towards biomorphs."
- online PDF; or CA2003, pg. 83
You Cannot Take Them Without At Least One Hive Tyrant
In Your List
"Q. Can I take Tyrant Guard as an HQ choice without
taking a Hive Tyrant?
- Tyranid Chapter Approved PDF, v 2.0, Revised (not
Approved 2004, pg. 98, second-to-last question on that
But we have to remember that the Codex: Tyranids entry
for Hive Tyrant tells us that we can take a lone
second HQ choice.
Therefore, the following TG combos are legal:
- HQ 1: HT & TG; HQ 2: nothing
- HQ 1: HT & TG; HQ 2: HT & TG
- HQ 1: HT & TG; HQ 2: TG*
* - Note: this is the only way to field a lone brood
of TG. While that may make a Carnifex happy, don't
forget, the lone TG brood cannot protect the Carnifex
until AFTER the Tyranid move phase, when they can join
the Carnifex unit. Morale of the story, keep the Carnifex
behind some cover during setup. ;)
Biovores & Spore Mines
Read These Things First
- Main Book, pg. 58, Barrage Weapons
- Main Book, pg. 86, third paragraph (Barrage weapons
- Main Book, pg. 194, the description of Biovores
(see what they used to do)
- Codex Tyranids, pp. 6-7, Spore Mines
- Codex Tyranids, pg. 16, Biovores
How do Biovores Shoot?
- Pick a spot without measuring range. This can be
on top of a model (see discussion
- Put your mine there, or just agree where it is
for the safety of minis, e.g. "I am targeting
the top of that guy's head."
- Adjust for range (you can skip this if the mine
is obviously within 48")
- Measure 48"
- If you are too far, pull the mine back along
the trajectory you shot it until it is at 48"
from the Biovore.
- If you are within 48", then leave it there.
- Determine scatter.
- Roll a scatter die and 2d6.
- Make sure the scatter die ends up as close
to the mine as possible, this reduces arguments
over how well you scatter the mine along the direction
- If you rolled a HIT, then the model is where
you placed it and if that is in contact with a
model, then the mine detonates (see below)
- If you rolled an arrow, then relocate the target
spot as with any other normal indirect fire weapon
and place the mine there, irrespective of intervening
models, fortifications, etc. Do not touch the
scatter die until you are finished.
- Did it detonate?
- If the mine is now in contact with a model,
- If the mine does not hit a model, then it sits
there and scares people until it gets killed or
it moves again (start of Tyranid turn).
Reminder - Bio-Acid Mine Detonation
The Codex explains this well, but the Bio-Acid seems
to be a problem for people. When Bio-Acid detonates,
you roll a scatter die to determine where it points.
Many folks assume that if you roll a HIT, you get to
choose, but that is not true. If you roll a hit, it
points at the nearest model. When that model is a vehicle,
I rule that it points at the center of the vehicle;
that is not said in print anywhere, but no one has disagreed
with it yet, and it makes the arc determinations easier
and less prone to abuse. Besides, when you point at
something, it only makes sense to point it at the center.
Reminder - Biovores are not Fearless
Biovores will have to test for Instinctive Behavior
if they are out of range of Synapse. It's usually not
a big deal in practice, but it can mean being deprived
of a shot or two during the game. I don't know if anyone
tries to compensate with a dedicated Synapse, but maybe
a Heavy Support Warrior squad would be good in that
Reminder - Biovores are Heavy 1!
Biovores, unlike every other Tyranid unit in the codex,
are Heavy 1. This means they get one measly shot and,
unlike the rest of their brethren, they cannot move
and shoot. Don't forget that. Their rate of fire is
so small that missing a single shot can be damaging,
especially since they are on the field only to shoot
their weapon. They can't capture quarters and they aren't
very useful in Assault, so put somewhere they can stay
safely and just shoot!
What About Night Fight?
Night Fight does not affect Biovores. Why should it?
They are neither direct fire nor Guess weapons. Read
Cityfight to help you form your own intuition on this
topic. Also consider that 2d6 is quite a lot of scatter
Can You Assault Spore Mines?
It may seem a little odd to some, but it perfectly
valid within the current rules. Hopefully, you will
be able to place your mines so they detonate. However,
if you are trying to be crafty and discourage units
from marching through an area, then keep this potential
free move in mind; if they have something that is relatively
safe from damage from the mine in question. They may
assault it to detonate it harmlessly and get a free
Spore Mines vs. Bunkers
Oh, I have a plan, but I can't find solid rules on
this. I am waiting to post my solution for the moment
Can Biovores Land on Top of Models?
A reasonable answer would be - why not? Other indirect
fire can be placed on top of a vehicle, and spore mines
can scatter on top of a vehicle when initially fired.
Therefore, they should be able to target the top of
a vehicle intentionally. To help you judge for yourself,
read about how barrage weapons work in the "Weapons"
chapter. Realize that we are simply using a spore mine
in lieu of a blast marker because a spore mine does
not necessarily detonate.
What about vehicles? "In the case of a barrage
weapon the shot is assumed to come from where the Blast
marker landed." [Pg. 86, main book]. So I take
this to mean that the origin of the blast, the spore
mine is taken as the source of the shot. So draw a line
between the spore mine and the vehicle center and you
will have the answer as to what armor to use.
But doesn't it say anywhere "on the table"?
Yes, it does, but that's an expansion of it's abilities,
not a constraint. They don't literally mean table, if
so, then a lot of terrain would be out of bounds. You
see, unlike other barrage weapons, we can fire a mine
at empty ground in case we wish to discourage travel
in a choke point, to get a unit of Heavy weapons guys
to move for a round instead of shooting, or to make
a wooded area a little more dangerous to inhabit. So,
they point out that you can place the mine anywhere
on the table, unlike normal barrage weapons which must
target a unit.
It is a very effective tactic to place Bio-Acid mines
on top of the rear quadrant of a vehicle; if they do
not scatter, they will hit the rear of the vehicle regardless
of which way the flamer template points. With their
2d6 scatter, it's almost necessary to get your value
Ultimately, you will get less whining if you do not
place a mine on top of a vehicle. Why? Because it is
such an effective tactic when it works.
Scatter vs. Drift - The Implications of the Two Approaches
The literal wording of the Biovore rules can be taken
to mean that you place the mine on the table, then move
it along the table, drifting, along the path determined
by the scatter die, rather than the classical scatter
method of completely relocating the impact point (see
the discussion above). This is not the generally
accepted way, but here are some implications to consider
and it may help you understand things better.
If you were to treat the scatter as drift, then:
- you probably should take it literally when the
rules say place the mine on the table, and not place
it on top of vehicles or models.
- if you rolled an arrow on the scatter die, you
should then move the mine along that direction a number
of inches equal to the number rolled on the dice,
stopping if you hit a model, at which point the mine
This would result in mines more frequently blowing
up when they are fired and moreso in the general area
of the original target spot. However, to be consistent
with this notion of mines scooting along the ground
and blowing the minute they touch something, you should
probably not place the mines on top of vehicles. They
would blow up right away.
A summary of the two possible interpretations:
|Classical Scatter (accepted)
||Scatter as Drift (not accepted)
|- You should be able to place a mine
on top of a model.
||-You should take the literal statement
"on the table" and not place a mine on
top of a model, because it would normally slide
into something and detonate
|- Scatter works like other indirect
fire weapons, so the intervening models, fortifications,
etc. are insignificant.
||- You move the mine along the table
when scattering, so anything impacted during movement
detonates the mine.
Are Bio-Acid Mines Much More Effective If You Use Scatter
It really comes down to the efficacy of Bio-Acid in
the end, as that is the main vehicle killer against
Marines. If it becomes a model in targeting, then it
is more likely to detonate at the desired point on the
vehicle as a scatter result has a 50% chance of pushing
the mine into the vehicle facing it is sitting on and
HIT always works, so you have a 2/3 chance of detonating
where you want. However, there is a ~1/3 chance the
Bio-Acid will point the wrong way (HIT 1/3, random 2/3
x 50% point at vehicle facing). So it's a 2/9 chance
of hitting the desired facing. If you go with classical
scatter, you end up with more like a 3/9 chance. Effectwise,
a minimal difference.
However, the benefits reaped by a drift-like scatter
movement more than offset this. The drift-like scatter
would make the Biovores more effective in general.
Ultimately, the approach that demands that the mine
be placed on the table but not on a model would result
in a strange situation - artillery lobbing mines overhead
but never actually hitting anyone in the head. Seems
a little too odd, even for 40k.
- Choose exactly 1 psychic power (in addition to the requisite
Warp Field), no more, no less.
Mutant Creatures - Spore Mines Are Not
Ranged Bio-weapon Symbiotes
Some folks wonder if they can take a Weapons-beast mutation
to get more spore mines. You can't. There are two choices
- close combat bio-weapon or ranged bio-weapon; these are
listed and defined on pp. 8-9 of the Codex. Spore Mines are
not among those listed because the special ability to store
and launch spore mines is an ability of a Biovore, not a
symbiote. Besides, being able to rain down that many templates
would be silly and determining the proper cost would be difficult.
Just buy Biovores and be content with that. :)
Tyranid-related Clarifications Relevant
to the Main Rule Book
Characteristics (of armies)
How do the mighty swarms compare with their food? I recommend
buying the codex so that you can help your friend remember
the correct rules. :-) Honestly, though, it feels wrong when
someone surprises you with a game mechanic, especially if
it costs you the game; it's just no very sporting. Unfortunately
there are plenty of folks like that in gaming.
- Space Marines - They will have vehicles and far too many
guys with Sv 3+ or better. Because all but the heroes of
a Marine army will have Initiative 4, I5 can be very much
worth the investment. You absolutely have to be aware of
Sweeping Advance rules and the special marine rule
And They Shall Know No Fear; otherwise you could
have a fatal surprise.
- Blood Angels - In 3rd edition, these guys are generally
considered broken. One of their key advantages is a
+1 to S and +1 to I on the round they charge. Depriving
them of the opportunity to charge is your best bet.
Note that they have the absurd ability to travel 18"
in a Rhino with overcharged engines and still disembark.
- Dark Eldar - They have a freakishly high level of mobility.
They hit fast and hard, but they are very fragile. Their
vehicles are open-topped and lightly armored. Monsters with
Venom Cannons and Biovores with Poison Spore Mines (auto
Glancing hit on open-topped vehicles) are good ideas.
- Eldar - The Eldar have the reputation of being the cheesiest
army. They have a ridiculous amount of firepower, so getting
into Assault fast is advisable. With a Crystal Targeting
Matrix, they can hide a vehicle behind cover and pop-up
to shoot, so a Biovore with Bio-Acid and/or Poison might
be useful. Provided they actually field Troops on the ground,
with the prevalence of 4+ and 5+ Saves, Poison mines can
be excellent. However, be prepared to pop vehicles left
and right. Wave Serpents and Falcons are very effective,
combining the best abilities of all vehicle types. Monsters
with Venom Cannons will be useful, especially a Hive Tyrant
with Enhanced Senses and Toxin Sacs (that gives him three
shots at S 8 with BS 4, trumping the force field on a Wave
Serpent that reduces the S of the attack to 8). Also, remember
that Wave Serpent force fields do not protect to the rear
of the vehicle and make sure that your opponent deploys
his troops from the rear, as he is supposed to; this may
encourage him to face the rear of the Wave Serpent towards
you and offer greater opportunities for your Carnifex's
Venom Cannon. :-)
- Chaos Marines - Basically the same deal as Marines, although
you can run these guys down when they Fallback.
- Imperial Guard -
- Orks - I found that I 5 was especially effective with
these guys, because even with the power of the Waaugh! I
was able to cut them down before they could attack. A large
unit of S4 I5 Leapers can really do some damage. Biovores
with Poison Spore Mines are also useful as they have a lot
of poor Saves and open-topped vehicles.
- Sisters of Battle -
Tyranid armies are generally not vehicle-based. There were
made by Armorcast until they lost their license in October
Don't forget the fast and deadly rule from the Codex Tyranids
for moving through difficult or impassable terrain. Pay special
attention to the fact that TMCs can re-roll, and broods with
8 or more models take a wound if they roll two 6's.
The Shooting Phase
Gargoyles and Gaunts get a bonus 1d6 movement if they do
not shoot and, no, they don't have to take all of it.
Screening - With the Codex release came the "Shoot the
Big Ones!" rule that allows your opponent to target any
Tyranids unit regardless of intervening Tyranids units. The
only limits on targeting a specific unit or Monstrous creature
is to have Tyrant Guards escorting the Monstrous creature.
This applies to any Monstrous Creature, including a Carnifex.
Remember that the strength of a weapon used by a Tyranid
is based upon the individual model's strength.
Important note: Biovores are no longer Guess weapons. Put
the mine wherever you want within the 48" and roll scatter.
That's it! Of course, a 2d6 scatter is nothing to sneeze at.
All Tyranid weapons are Assault except for the Biovores,
which are Heavy 1.
Contributing attacks - you do not get special weapons such
as Rending Claws with this. That's why many folks call it
Attacks & Leaping - Don't forget that instead of one
contributing attack, Leaping units get their full set of Close
Combat attacks and this includes special attacks, such as
Attacks & Bio-Plasma Attack - Don't forget that this
attack is in addition to the other Close Combat attacks, is
performed at double the unit's Initiative, has a 4+ chance
to hit regardless of skills (or if the target is a skimmer),
and has S = (unit S) + 1.
Targeting Hive Node Mutants - A Hive Node can not be singled
out from its brood anymore than any other model. So it is
as protected as a Heavy Weapon model is within a unit.
Don't forget to use Instinctive Behavior rules for Tyranid
units that are outside of the range of a Synapse Creature
and are not Synapse Creatures (Hive Tyrant, Warrior, some
Zoanthropes), Independent (Lictor), Monstrous (Hive Tyrant,
Carnifex, Red Terror, Old One Eye), or have Brood Telepathy
Clarification - Under synapse control, Morale checks and
Pinning checks are automatically successful. The unit,
including Synapse creatures, never has to fall back
(I cannot stress that statement enough!) even if there is
normally no save. If a unit outside of Synapse fell back into
Synapse, it would still move the amount rolled. It cannot
benefit from the automatic regroup success until it would
normally have a chance to roll.
Monsters joining units - There is no reason to bother
with this in the one exception of Monstrous creatures joining
a unit of Tyrant Guards to overcome the "Shoot the Big
Ones" limitation and avoid being individually targeted
by the enemy. Some folks join TMCs to gaunts to "slingshot"
them into assault, but that spoils the movement of the "slingshot"
unit and makes the opponent a little leery that you might
be using "cheesy" tactics.
Note that TMCs with Tyrant Guard are not Independent Characters
with a retinue. Rather, the broods are distinct and separate
regardless. As such, TMCs can leave or join Tyrant Guard at
any time. They can also continue to target a different unit
than their guard just as if they had joined any other brood.
Tyranid armies are generally not vehicle-based. There were
made by Armorcast until they lost their license in October
Jump Pack Troops
Gargoyles are similar, but there is a special difference.
Gargoyles move like jump pack troops, but they are removed
as casualties automatically if they enter difficult or impassable
terrain, there is no roll; for multi-wound creatures, it simply
inflicts one automatic wound. If they don't shoot, they can
squeeze out another d6" of movement during the shooting
phase. Finally they have Deep Strike capability. According
to the GW Roolzboyz they are in fact like Jump Pack Troops
still in that they are basically used to make wing-assisted
hops, so when the rules say they cannot enter difficult terrain
without taking an automatic wound, they mean ending movement
there, in effect landing. So you can still fly over it, just
don't land in it.
Deep Striking With More than 10 Gargoyles is Now Feasible
It used to be that Gargoyles were really not able to use
their Deep Strike because the rules required all models to
fit under the Ordnance template. The latest online FAQ for
Rulebook clarifications expands on this and finally allows
more reasonable brood sizes (recall the range is 8-32) to
"2. When placing Deep Striking or Summoned models
on the large ordnance template it is permissible to overlap
bases by the minimum needed to fit the unit onto the template.
Players must make every effort to fit models onto the template
however congested they become. Sometimes however it may even
be necessary (as a last resort) to place models beyond the
edge of the template if the unit is particularly large. Under
no circumstances should a player use this facility to get
within shooting or charge range of a unit that would not otherwise
be in reach and so they may only shoot or assault (if summoned,
deep striking troops cannot assault) enemy units that can
be reached by measuring from the edge of the template."
Winged Tyranids Rules Clarifications
- Winged Tyranids basically make wing assisted hops. They
fly for short distances and can fly over difficult terrain
in this fashion. It is landing in difficult terrain
that causes the automatic wound (which results in a casualty
for single wound models like Gargoyles).
- Trees/Jungle - Their ability to ignore trees/jungles is
uncertain from the Q&A thus far. It appears to that
- Forced into Difficult Terrain - Here are some confirmed
examples that cause this problem:
- Fall Back moves
- Deep Strike Scatter
- Callidus Assassin "Word in Your Ear"
- Impassible Terrain - Generally cannot ignore it, but you
can agree with your opponent to exceptions, such as passing
"impassable" bunker walls to attack units on a
Why Take Winged Tyranids?
I have not heavily explored this yet, but here's one obvious
Synapse Creatures Make the Best Use of
It's true. They can fly ahead and keep the Synapse strong
as your Leaping Gaunts take off like a shot after food,
or follow your Gargoyles as they zoom ahead on their own
There are no Tyranid Cavalry. Tyranids with the Leaper mutation
have cavalry-like movement, but are not officially cavalry.
For example, in Cityfight, true Cavalry have limitations about
There are no Tyranid bikes. Remember with the Red Terror
that the +1 Toughness for Bike troops will not affect the
Toughness value for Swallow Whole.