General
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1) Reserve roll bonuses: How do reserve roll bonuses stack when choosing multiple units with such a rule (Hive Tyrant, Swarmlord, Lictors combined and/or taken more than once (except the Swarmlord, of course))?
2) How does Shadow In The Warp work with Eldar Runes of Witnessing?
3) Does Shadow In The Warp affect embarked psykers who are taking a psychic test?
4) Life stealing: Assume a model uses a psychic power that regains wounds (Leech Essence or Cataclysm). The psyker has only one wound left and rolls double-ones for the psychic test so that it is being killed. Does it gain the leeched wounds before the perils' wound, thus rescuing him, or is it bad luck and the wound returns to an already dead body?
5) If an IG tank is commanded by Knight Commander Pask and he shoots at a Hive Tyrant with Tyrant Guard (or a Carnifex with a Tyranid Prime), how does his Crack Shot ability work (it is hard to re-roll wounds against a monstrous creature if wounds are allocated after the roll to wound is finished)?
6) How is a non-vehicle model without a Leadership value (Dark Eldar Talos) treated when affected by Spirit Leech, Leech Essence or Bone Swords? Is it immune due to not having a Leadership value or is it an auto-kill because it's treated as having a Leadership value of 0?
7) If I want to convert a Tervigon, Harpy or Tyrannofex. what base sizes should I use?
8) A tough one: Assume a Hive Tyrant and his Tyrant Guard charge into an enemy unit. The Tyrant is being killed at high Initiative (six or more). Do the Tyrant Guard models get their "Blind Rampage" bonus as they received it before their Initiative became relevant? A similar problem applies to a Tervigon with Adrenal Glands and a brood of Termagants assaulting and the Tervigon being killed at high Initiative. Do the Termagants still receive the Furious Charge bonus the Tervigon provided? What if the Tervigon was engaged in a different close combat than the Termagants and that close combat was resolved first with the Tervigon dying?
Synapse and Instinctive Behaviour
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1) How does Lurk work if the unit cannot fit in the Area Terrain? If the unit is not fully in Area Terrain and must lurk, does it move in deeper?
2) May Tyranids use the synapse creature ability of a model that arrived via Deep Strike that turn?
3) Line of Sight and Instinctive Behaviour: Biovores and Hive Guard do not need Line of Sight in order to fire their weapons. What happens when they fall back to Instinctive Behaviour? The lurk description says "nearest visible enemy" first, and then goes on to say "if no enemies are in LOS OR within range of one of its guns". So do those models need to fire at the nearest enemy unit they can see and if there is none then fire at the nearest non-visible unit?
4) If a unit suffering from „Lurk" has to move towards the nearest area terrain, what happens if a table has no area terrain?
Biomorphs/Weapons
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1) Do Tyranid close combat weapons stack like in the previous codices or are they "normal" weapons now?
2) The lash whip is actually useless if it is counted as a weapon. As you choose a weapon at that initiative step the model bearing it comes to act, every weapon that would change the enemy's initiative cannot work (as the enemy already struck before, strikes at the same time or will strike later anyway). May we count it as equipment that works anytime?
3) Does the lash whip work when the affected models need to take initiative checks (for example caused by Acid Blood) as the enemy models are treated as having I1? If yes, do we use the majority rules to determine which value to use?
4) When models with lash whips are in combat with banshees (or other units/models with an "strikes at/has initiative X" rule), which initiative value do those models use?
5) How does a lash whip function against abilities which provide the enemy with an Initiative modifier (such as Furious Charge)?
6) Is a model with wings (especially the Hive Tyrant and Harpy) allowed to deep strike?
7) If a model with Acid Blood gets killed by a unit that inflicted say 20 unsaved wounds on it, does it inflict 20 wounds on the attacking unit or only the number of wounds it actually took before it died?
8) Do unsaved wounds prevented by Feel No Pain still trigger Acid Blood?
9) Do Walkers get to take an Initiative test to avoid the effects of Acid Blood?
10) For the sake of completeness: Was it intended that the vast majority of close combat units has no access to frag grenade equivalents?
11) May Tyranids with Toxin Sacs choose if they wanted to use poisoned attacks or do they always have to use them?
12) Do Toxin Sacs stack with the weapon biomorphs?
13) If a Tyranid model with Adrenal Glands also has the “Counter-Attack” Universal Special Rule, do they benefit from the Adrenal Glands when they are assaulted?
Hive Tyrant
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1) If the Tyrant uses the Hive Commander ability to allow a unit to outflank, may a Tyranid Prime be attached to that unit?
2) If you have more than one Hive Tyrant with the Hive Commander ability, can more than one unit of Troops outflank?
3) Can Hive Commander reserves bonus be utilized even if the Hive Tyrant is in reserve?
4) Assume the Tyrant has two enemy units in assault range, say one is 2" away and the other one 4". The Tyrant now uses Psychic Scream and rolls a bad 3" for the radius, causing it to only affect the nearer unit. If the Tyrant wishes to assault, does it have to choose that affected unit as a target because Psychic Scream is a psychic shooting attack?
5) Does the Psychic Scream affect units locked in close combat?
6) When using Paroxysm on a Devastator squad with Signum - which takes precedence?
Tyrant Guard
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1) Can a Hive Tyrant be picked as a target for shooting or in close combat when accompanied by Tyrant Guards as he is a monstrous creature?
2) Does the Tyrant + Guard unit benefit from cover using the rules for non-monstrous units instead the fifty-percent-obscuring, because of the majority rules for cover?
3) May a Hive Tyrant leave a unit of Tyrant Guards?
4) Does a Hive Tyrant together with his unit of Tyrant Guard count as one HQ unit in matters of the Dawn of War (or any other) mission deployment rules?
5) How many kill points is a unit of Tyrant + Guard worth? One or two?
6) Do Tyrant Guard benefit from “Blind Rampage” if The Swarmlord is killed whilst attached to them?
Tyranid Prime
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1) May a Tyranid Prime join a unit of Lictors before the game? If yes, how are they deployed (as the Prime cannot deep strike and the Lictors always deep strike)?
The Swarmlord
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1) Does a Master of Ordnance cancel out the ability of the Swarmlord to re-roll the dice for outflanking?
The Parasite of Mortrex
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1) Defeated Necron models are not removed from play but simply lain on their side because of the We'll Be Back rule. Does the Parasite still cause them to "produce" Rippers after failing that Toughness check?
2) When an enemy transport vehicle enters the table via outflanking and is therefore affected by the Parasite's special ability, does the contained unit have to take a Morale Check when suffering 25% casualties? If yes, what happens if they fail?
Tervigon
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1) A unit blessed by Onslaught may both run and then shoot. Is it allowed to give up the shooting for another run? If yes, is this possible for units which have no shooting weapon?
2) As Onslaught is a psychic shooting attack that "hits" a friendly unit, the Tervigon isn't able to shoot at an enemy target when having used Onslaught (as a monstrous creature, it may fire a second weapon). Was this intended?
3) When exactly do you check if a unit is within 6" of a Tervigon when it comes to close combat? Before or after the assault movement/defender reacts movement?
4) Does an Independent Character that joined a unit of Termagants receive a bonus from the Termagants being close to a Tervigon? Does it suffer from the wounds the Termagants receive when the Tervigon dies?
Venomthrope
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1) Do units receive the defensive grenade bonus when they assault an enemy vehicle?
The Death Leaper
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1) If the Death Leaper fails his Instinctive Behaviour check, may it use its disappearing special rule that turn?
2) It is not completely clear which models do count as characters that can be targeted by "It's after me!". It can be used on models having the Independent Character rule, and also on unit upgrade characters. But what about some "special" models that have a personal name and should therefore clearly be characters, but do not have a rule stating this, like for example Mephiston or the Tyranid special models?
3) Does acute sense counter the Death Leaper's ability "Where is it?" ?
4) Does the „It's after me!" Leadership reduction affect a „Stubborn" character when he's taking a Morale check?
5) How does “It's after me!” interact with the various “Soulless” rules, “Mob Rule!” or other such rules that replace the Leadership characteristic with another value?
The Doom of Malan'tai
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1) Are units in transports affected by Spirit Leech?
2) If yes, do they receive a cover save? If yes, would it be 4+ then?
3) If yes to both questions, may a unit in a transport go to ground in order to receive a +1 bonus?
4) If yes to question 1), does a unit have to take a Morale Check after suffering casualties, eventually causing them to flee out of the vehicle (or even taking their vehicle with them)?
5) Is Spirit Leech supposed to be a psychic power? A shooting attack? Both? None?
6) If not a shooting attack, can it be used when the Doom is locked in close combat?
7) If the Doom of Malan'tai suffers a Perils of the Warp on a 2 when attempting to cast Cataclysm, does it take the wound before or after determining the Strength of the attack?
8) Does Spirit Leech affect models in close combat? If yes and if all enemy models in a close combat are killed with that ability, is the Tyranid unit that was in close combat with that unit allowed to consolidate as if the combat was won the "usual" way? May it shoot and assault again in that turn if it's the Tyranid player's turn?
Ymgarl-Genestealers
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1) Are they meant to be a group of special characters? Can they be taken more than once?
Genestealers
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1) Can specific Genestealers take Scything Talons without the rest of the brood taking those?
2) If an enemy has the ability to nullify a psychic power they are in the „area effect" of (such as with the Witch Hunters „Shield of Faith" rule, for example), when exactly does this apply with „Aura of Despair"?
Mycetic Spore
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1) When a Mycetic Spore is being tank shocked, does it always have to choose Death Or Glory as it cannot move out of the way? Other possibilities: it is being pushed aside by the vehicle, it is being killed outright or it does even prevent the vehicle from tank shocking.
2) The rules do not state that is being put out of the 1" zone when landing on an obstacle/enemy unit. Is it needed to observe the holy 1" space rule?
3) Can a unit “transported” by a Mycetic Spore be accompanied by an Independent Character?
4) Can a unit that purchases a Mycetic Spore opt to deploy normally and send the Mycetic Spore down empty?
Raveners
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1) Can we equip single (and not all) Raveners within a brood with Rending Claws, or is this option to be selected for every model within the unit?
Spore Mines
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1) Are Spore Mines allowed to deep strike directly onto enemy units, causing the Mines to explode?
2) Are Spore Mines allowed to assault enemy units?
3) If they are, when exactly do they explode? Do the defenders resolve their defender reacts move before?
4) Also, if they are (or if they are assaulted themselves), they will explode before any attacks are resolved. Assuming there are no other units in close combat, does this count as the end of an assault allowing the "defenders" to consolidate?
5) If an enemy unit assaults a Spore Mine, when exactly does it explode? When the first enemy model is in base contact or after the complete assault move?
6) If Spore Mines explode due to close combat, do they trigger benefits for models that have a special rule for defeating opponents in close combat (such as the Skulltaker or Dark Eldar Trophy Racks)?
7) Are Spore Mines deployed before or after objectives are placed?
8) It is not completely clear if Spore Mines are worth kill points in Annihilation Missions. By the wording it isn't that obvious as it looks on the first glance.
9) If a spore mine drifts against a vehicle, is the Strength affecting the vehicle 4 or 2 (is the center of the blast marker supposed to cover the vehicle)?
10) Do Spore Mines that, when being deployed, drift into 1" of each other cause themselves to explode?
11) Are enemy models allowed to deploy within 1" of a Spore Mine in their deployment zone? Can they deploy in base contact and detonate the mine immediately?
12) Can spore mines move within 1" (and into base contact with enemy models) during the movement phase?
13) Do Spore Mines that detonate once they hit the ground cause pinning, like the ones that are shot from a Biovore?
Tyrannofex
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1) Let's try it: Was the high points cost intended or is it a typo?
Trygon
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1) Can you please clarify which Tyranid units may use the tunnel created by a Trygon? Infantry-typed units are clear, but there are controversies concerning Beasts, Monstrous Creatures and winged units.
2) When marking the tunnel for a Trygon's Subterranean Assault ability, what defines a "suitable marker?"
Mawloc
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1) Is the Mawloc allowed to deep strike directly onto enemy units?
2) When put back in reserve due to his burrow rule, can it still regenerate?
3) If I charge with the Adrenal Glands biomorph and want to do a hit and run at the end of the assault phase do I use I4 or I5? In the BRB is stated that using Furious charge will give you an increased S and I. You use the original I value for an I-test for sweeping advances but which do I use for the Hit and Run test?
4) Is Terror From The Deep assumed to be some kind of shooting attack, granting cover saves ("natural" cover or Kustom Force Field for example)?
5) If yes to question 1 and no to question 4, is it possible to place the blast marker on top of a close combat (as a relentless Hive Mind, we don't care about our own troops)?
6) Similar to Mycetic Spores it is not stated that there has to be a 1" space between the landed Mawloc and the unit it displaced after placing the model. What should we do?
7) Similar to Death Leaper: Can a Mawloc that is subject to Instinctive Behaviour burrow that turn?
8) Can Terror From The Deep move immobile units such as Drop Pods, Mycetic Spores and immobilized vehicles?
Old One Eye
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1) Are units in range able to utilise the “Alpha Leader” special rule even if their own leadership characteristic would be higher?
Sources:
http://thetyranidhive.proboards.com
http://www.librarium-online.com
http://www.gw-fanworld.net
http://www.tabletopwelt.de
http://www.warpshadow.com
http://www.warseer.com
INAT FAQ 3.3
http://www.dakkadakka.com
The Unofficial Codex: Tyranids FAQ v1.3 by Gwar (gwarthetrolle [at] gmail.com)