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At the table
Tyranids: Stratagems
The gist of each one, one tap away — not buried in the middle of the faction page. Type to filter.
In our own words, not reproduced from the rules card — tap one for the gist.
Stratagems (1 CP each)
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Sensory Amalgamation
Right after an enemy declares targets against one of your Infantry units, make that unit harder to hit for the rest of the phase. -
Scything Terror
Give one of your units that hasn't fought yet this phase better melee hit consistency for the rest of the phase. -
Ravenous Rampage
Lets a unit that hasn't charged yet this phase declare a charge even though it Advanced this turn — normally those don't mix.
Enhancements — Parasite of Mortrex (Warlord)
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Indurated Carapace
A 4+ invulnerable save, and enemy melee attacks against it are harder to land. The defensive pick — makes your Warlord tougher to actually kill in a fight. -
Bioacid
Once per turn, boosts armour penetration for a nearby friendly unit when it shoots or fights. The offensive pick — trades your Warlord's own durability for making everything around it hit harder.
Secondary objectives
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Devour
Score points each time you destroy an enemy unit in the Fight phase specifically — rewards winning melee, not just winning generally. -
Relentless Swarm
Score points at the end of the battle for controlling the objective marker closest to your opponent's board edge — rewards pushing deep into their half rather than trading in the middle.
No stratagems match that search.
Sourced from the Assault Brood Combat Patrol's own rules-card PDF — the
version that actually matters, since this isn't in the app or any
standalone PDF online yet. Worded here in our own language, not copied;
check the card itself for exact numbers before a tournament or anything
that matters.