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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)

  • Sensory Amalgamation 1 CP · Enemy shoot/fight
    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 1 CP · Fight phase
    Give one of your units that hasn't fought yet this phase better melee hit consistency for the rest of the phase.
  • Ravenous Rampage 1 CP · Your charge phase
    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)

  • Indurated Carapace Default
    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 Optional swap
    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

  • Devour Default
    Score points each time you destroy an enemy unit in the Fight phase specifically — rewards winning melee, not just winning generally.
  • Relentless Swarm Optional swap
    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.
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.