TEXT: 1
  WARHAMMER 40,000 – CODEX: TYRANIDS
   
  CODEX: TYRANIDS
  Indomitus Version 1.1
  These documents collect amendments to the rules and present 
  our responses to players’ frequently asked questions. Often 
  these amendments are updates necessitated by new releases or 
  community feedback; these can be identified by the presence 
  of an asterisk before the page reference. At other times, these 
  amendments are errata designed to correct mistakes or add 
  clarity to a rule that is not as clear as it might be. 
  As they’re revised regularly, each of these documents has a 
  version number; where a version number has a letter, e.g. 1.1a, 
  this means it has had a local amendment, only in that language, 
  to clarify a translation issue or other minor correction. When 
  a document is revised, the version number will be incremented 
  and new updates will be highlighted in blue, while new errata 
  and FAQs will be highlighted in magenta.
  UPDATES & ERRATA
  *Page 88 – Old One Eye, Alpha Leader
  Add the following to the end of this ability:
  ‘In addition, while any other friendly <Hive Fleet> Carnifex 
  units are within 3” of this model, enemy models cannot target 
  this model with ranged attacks.’
  *Page 93 – Lictor, Abilities, Chameleonic Skin
  Change to read:
  ‘Each time a ranged attack is allocated to this model while it 
  is receiving the benefits of cover, add an additional 1 to any 
  armour saving throw made against that attack.’
  *Page 93 – Deathleaper, Abilities, Superior Chameleonic Skin
  Change the second sentence to read:
  ‘Each time a ranged attack is allocated to this model while it 
  is receiving the benefits of cover, add an additional 1 to any 
  armour saving throw made against that attack.’
  *Page 100 – Tyrannofex, Bio-tank
  Delete this ability.
  *Page 101 and 113 – Toxicrene and ranged weapons list, massive 
  toxic lashes (shooting), Abilities
  Change to read:
  ‘You can re-roll failed wound rolls for this weapon.’
  Page 101 – Biovores, Abilities, Spore Mine Launcher
  Change the first sentence of the second paragraph to read:
  ‘Each time a spore mine launcher misses its target, set up a 
  single <Hive Fleet> Spore Mine model anywhere within 6" of 
  the target unit and more than 3" from any enemy model (if the 
  Spore Mine cannot be placed it is destroyed).’
  Page 109 – Harpy, Abilities, Spore Mine Cysts
  Change the first sentence of the second paragraph to read:
  ‘Each time a Spore Mine misses its target, set up a single <Hive 
  Fleet> Spore Mine anywhere within 6" of the target unit and 
  more than 3" from any enemy model (if the Spore Mine cannot 
  be placed it is destroyed).’
  *Page 110 – Sporocyst, Abilities, Bio-fortress
  Delete this ability.
  Page 110 – Sporocyst, Abilities, Spawn Spore Mines
  Change the second sentence to read:
  ‘If it does so, add a new unit of 3 <Hive Fleet> Spore Mines or 
  1 <Hive Fleet> Mucolid Spore to your army and set it up on the 
  battlefield so that it is wholly within 6" of the Sporocyst and 
  more than 1" from the enemy (any models that cannot be placed 
  are destroyed).’
  Page 110 – Sporocyst, Abilities, Spore Node
  Change the first sentence of the second paragraph to read:
  ‘Each time a spore node attack misses its target, add a new unit 
  of 3 <Hive Fleet> Spore Mines or 1 <Hive Fleet> Mucolid Spore 
  to your army and set it up on the battlefield so that it is wholly 
  within 6" of the target unit and more than 3" from any enemy 
  model (any models that cannot be placed are destroyed).’
  Page 110 – Sporocyst, Abilities, Bombardment Organism 
  Change this ability to read: ‘When you set up this unit during 
  deployment, it can be set up anywhere on the battlefield that 
  is more than 9" from the enemy deployment zone and any 
  enemy models.’ 
  Page 116, The Shadow in the Warp
  Change the first sentence to read:
  ‘In this section you’ll find rules for Battle-forged armies that 
  include Tyranids Detachments.’
  Add the following section before ‘Abilities’:
  ‘Tyranids Units
  In the rules described in this section we often refer to ‘Tyranids 
  units’. This is shorthand for any Tyranids unit that also has the 
  <Hive Fleet> keyword. A Tyranids Detachment is therefore one 
  which only includes units with both the Tyranids and <Hive 
  Fleet> keyword. 
  Note that although Genestealer Cults are devoted to the Hive 
  Mind and will willingly fight alongside their xenos masters, they 
  deviate significantly in terms of organisation and tactics, not to 
  mention physiology! Genestealer Cults units therefore cannot 
  make use of any of the rules listed in this section (this includes 
  the Detachment abilities, Stratagems, bio-artefacts, psychic 
  
  2
  WARHAMMER 40,000 – CODEX: TYRANIDS
  powers, Warlord Traits and Tactical Objectives described in this 
  section), and instead have their own rules.’
  Page 117 – Hive Fleet Adaptations, Jormungandr: Tunnel 
  Networks, rules text
  Change the second sentence to read:
  ‘If the unit Advances or declares a charge, however, it loses 
  the benefit of this adaptation until the start of your next 
  Movement phase.’
  Page 119 – Stratagems, Pathogenic Slime, rules text
  Change the first sentence to read:
  ‘Use this Stratagem at the start of your Shooting phase.’
  Page 119 – Stratagems, Sporefield, rules text
  Change the first sentence to read:
  ‘Use this Stratagem after both armies have deployed but before 
  the first battle round begins.’
  Pages 119 and 120 – Stratagems, Sporefield and Call the Brood, 
  rules text
  Add the following:
  ‘This unit must belong to the same Hive Fleet as another unit 
  from your army.’
  Page 119 – Stratagems, Pheromone Trail, rules text
  Add the following:
  ‘You cannot use this Stratagem to affect a unit of reinforcements 
  being set up by the Genestealer’s Infestation ability, or that are 
  added to your army due to a unit’s ability.’
  Page 120 – Stratagems, The Enemy Below, rules text
  Change the third sentence to read:
  ‘Whenever you set up a unit of Raveners, a Mawloc, Trygon or a 
  Trygon Prime at the end of your Movement phase (a burrowing 
  unit), you can also set up any number of units you set up within 
  the tunnels.’
  Page 120 – Stratagems, Hyper-toxicity, rules text
  Change the first sentence to read:
  ‘Use this Stratagem at the start of the Fight phase.’
  *Page 120 – Stratagems, Digestive Denial
  Change to read:
  ‘Use this Stratagem after deployment but before the first battle 
  round begins. Select one Area Terrain feature. Until the end of 
  the battle, that terrain feature loses the Light Cover and Heavy 
  Cover terrain traits (see Warhammer 40,000 Core Book).’
  Page 121 – Hive Mind Discipline, The Horror, rules text
  Change the second sentence of this psychic power to read:
  ‘If manifested, select one enemy unit within 24" of and visible to 
  the psyker.’
  Page 124 – Warlord Traits, Alien Cunning, rules text
  Change the first sentence to read:
  ‘At the start of the first battle round, but before the first turn 
  begins, you can remove your Warlord from the battlefield and 
  set them up again as described in the Deployment section of the 
  mission you are playing.’
  FAQs
  Q: Can a unit affected by the Onslaught psychic power Advance 
  and fire Heavy weapons?
  A: No.
  Q: Is a unit under the effect of the Onslaught psychic power 
  treated as remaining stationary, even if it has moved (for 
  example, for the purposes of the Weapon Beast ability)?
  A: No. 
  Q: Does the Instinctive Behaviour ability apply to Tyranids units 
  whilst they are embarked within a Fortification?
  A: Yes – that means that you must subtract 1 from hit rolls made 
  for that unit when shooting at any target other than the nearest 
  visible enemy unit.
  Q: When a unit is set up in a locale other than the battlefield, can 
  they change that locale (other than to be set up on the battlefield)? 
  For example, if a unit is set up ‘within the tunnels’ as part of The 
  Enemy Below, must they be set up on the battlefield following that 
  Stratagem, or can they be set up in another fashion?
  A: They cannot change their locale. In the example, they can 
  only be set up on the battlefield following the conditions of The 
  Enemy Below.
  Q: When a unit is chosen to make a charge move and fails the 
  charge, do they still count as having charged? Specifically, can 
  a unit that has failed a charge move be chosen to pile in – and 
  potentially consolidate – towards the enemy?
  A: A unit only counts as having charged if they made a charge 
  move. If a charge fails, and no models make a charge move, they 
  do not count as having charged. As such, they cannot be chosen 
  to fight in the Fight phase (and so cannot pile in or consolidate) 
  unless an enemy unit moves within 1" of them.
  Q: Can a unit ever Advance twice in a single phase?
  A: No.
  Q: If a unit has Advanced in a phase, and is given the 
  opportunity to move again in the same phase, what is their 
  Move characteristic?
  A: Their Move characteristic for the second move would still be 
  the value as modified from the Advance.
  For example, if a unit with a Move characteristic of 5" Advances 
  in a Movement phase, and the result of the dice rolled for the 
  Advance is 4, its Move characteristic would be modified for that 
  phase to 9". As such, if it was given the opportunity to move 
  again in that phase, its Move characteristic would still be 9".
  Q: How many heavy venom cannons and stranglethorn cannons 
  can a model be armed with?
  A: A model can be armed with either one heavy venom cannon 
  or one stranglethorn cannon, not one of each.
  Q: Can a Broodlord use the Genestealers’ Infestation ability to be 
  set up during the battle near an infestation node?
  A: No.
  
  3
  WARHAMMER 40,000 – CODEX: TYRANIDS
  Q: Deathleaper’s Superior Chameleonic Skin infers a -2 modifier 
  on attacks that target it. Given that these rolls cannot be modified 
  by more than -1 or +1, when would this ability ever be useful?
  A: While hit rolls and wounds rolls cannot be modified by more 
  than -1 or +1, this limit takes effect after all applicable modifiers 
  have been applied, some of which may cancel each other out. 
  For example, an enemy Red Terror model makes a melee attack 
  against Deathleaper. The Red Terror’s Feeding Frenzy ability applies 
  a +1 modifier to that attack’s hit roll, and the Deathleaper’s Superior 
  Chameleonic Skin also gives a -2 modifier to the roll. Applying both 
  of these modifiers to the hit roll results in a final modifier of -1. 
  Q: If you use a Maleceptor’s Psychic Overload ability, can that 
  Maleceptor attempt to manifest any psychic powers in that 
  Psychic phase?
  A: No.
  Q: If a model has more than one pair of scything/monstrous 
  scything/massive scything talons, does it make 1 additional 
  attack with one of those pairs, or 1 additional attack with each of 
  those pairs?
  A: 1 additional attack with one of those pairs.
  Q: If a model has more than one ‘pair’ of boneswords, does it 
  make 1 additional attack with one of those pairs, or 1 additional 
  attack with each of those pairs?
  A: 1 additional attack with one of those pairs.
  Q: Do Hive Fleet Jormungandr units gain the cover bonus twice if 
  they are in ruins?
  A: No.
  Q: Does the Psychic Barrage Stratagem prevent all three units 
  of Zoanthropes from attempting to manifest psychic powers 
  that turn?
  A: Yes.
  Q: If a Genestealer, Lictor, Toxicrene or Venomthrope from my 
  army attacks an enemy Character in the Fight phase, reducing 
  it to 1 wound, and I use the Implant Attack Stratagem to kill that 
  character, can I then use the Feeder Tendrils Stratagem?
  A: Yes.
  Q: If I use the Metabolic Overdrive Stratagem on a unit in the 
  Movement phase, and then Onslaught on the same unit in the 
  Psychic phase, can that unit charge?
  A: No.
  Q: Do you pay reinforcement points in matched play for Spore 
  Mines brought into the game using the Sporefield Stratagem?
  A: Yes.
  Q: If my opponent has units that are set up after both armies have 
  deployed, when do I use the Sporefield Stratagem – before or after 
  those units are set up? If before, how do you determine who would 
  place their units first?
  A: You use the Stratagem before any such units are set up. If 
  both players then have units with abilities that allow them to be 
  set up after both armies have deployed, the players should roll 
  off and the winner decides who sets up their units first.
  Q: When using the Pheromone Trail Stratagem, can you bring the 
  Lictor onto the battlefield in the same turn as the unit that it acts 
  as a homing beacon for?
  A: Yes – simply bring the Lictor onto the battlefield before the 
  other unit.
  Q: If a Character with a damage table uses the Death Frenzy 
  Stratagem to make a final attack before it is removed from the 
  battlefield, which line on its damage table should you use for 
  that attack?
  A: Treat the character as having 1 wound remaining when 
  referring to its damage table.
  Q: Do you pay reinforcement points in matched play for units 
  brought back into the game using the Endless Swarm Stratagem?
  A: Yes.
  Q: If a unit with adrenal glands is affected by the Opportunistic 
  Advance Stratagem, how is their movement for that 
  phase calculated?
  A: Adrenal glands don’t modify either the Movement 
  characteristic of a unit, or the dice rolled for an Advancing unit. 
  As such, you would use Opportunistic Advance, roll the dice, 
  double the result, add that to the Movement characteristic, and 
  then use the adrenal glands to add 1" to the distance the unit 
  can move.
  Q: Is a unit that is affected by the Opportunistic Advance 
  Stratagem treated as having Advanced for the purposes of 
  shooting or charging later in that turn?
  A: Yes. 
  Q: Do the Scythes of Tyran allow you to re-roll hit rolls of 1?
  A: No.
  Q: My Behemoth Hive Tyrant, armed with toxin sacs and the 
  Reaper of Obliterax, has the Monstrous Hunger Warlord Trait. 
  If I were to roll a 6 to wound in the Fight phase, would the final 
  damage be (3 for the bonesword lash + 1 for toxin sacs + 1 for the 
  Warlord Trait) × 2 for the Reaper of Obliterax’s ability for a total 
  of 10, or 3 for the bonesword lash × 2 for the Reaper of Obliterax’s 
  ability + 1 for toxin sacs + 1 for the Warlord Trait for a total of 8?
  A: You multiply the weapon damage for the Reaper of Obliterax 
  ability, and then add 2 for the combination of Monstrous 
  Hunger and toxin sacs for a total of 8.
  Q: If a Warlord has been given the Heightened Senses Warlord 
  Trait, can it still suffer from negative modifiers to its Weapon Skill 
  or Ballistic Skill?
  A: Yes, the Heightened Senses Warlord Trait only exempts it 
  from penalties to the hit roll, not to any negative modifiers to the 
  Warlord’s characteristics.
  
SOURCE: textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/Errata & FAQs/2. Codex/CODEX - TYRANIDS v1-1.pdf