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Warhammer 40,000/2nd Edition Tactics/Psychic 101
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===Tyranid Powers=== *'''Psychic Scream:''' Costs 2 Force Cards. Range 36". Targets an enemy psyker, and you roll 2D6. If the result is greater than their toughness, they can't do anything until the next Psychic Phase, and they're WS1. If the result is greater than their LD, they are auto-killed. Because most Psykers are T4 or less (I see you Mephiston!), you have a great chance of rendering them ineffective. If you also consider how expensive and powerful psykers are in this edition, you shut down a huge chunk of points and synergy. Definitely a must-take if expecting enemy psykers. *'''The Horror:''' Costs 1-3 Force Cards. Range is 6X", where X is amount of Force Cards you spend. Units and characters within that range must take a break check (pass LD or run away). It's a decent power if you expect to be fighting Guard or other average LD armies, but vs Marines your chances are less than 50%. *'''Hypnotic Gaze:''' Costs 1 Force Card. Range 18". Targets a unit of Genestealers, Genestealer Hybrids, or Tyranid Warriors. All enemy models within 6" must pass a LD test or they can't take any actions until the power is nullified and they're auto-hit in combat. Great for Genestealer Hybrids, but Genestealers are probably going to rip and tear whatever they're facing anyway. *'''Catalyst:''' Costs 3 Force Cards. Range 18". You choose a Tyranid brood that you can see, and that unit becomes Frenzied (must charge enemies in range and double their attack dice) and takes their armor saves on 2D6. This is an incredibly strong power with a Force Card cost to match. Genestealers now have 8 attack dice (and a 5+ save on 2d6), Hormogaunts now have 4 attack dice. To make matters even better, this power lasts until the brood dies or it gets nullified, so you don't have to worry about recasting it in future turns. The best target is probably Tyranid Warriors, which would get 6 attack dice at WS5 and a 5+ save on 2D6. Also note that a 5+ on 2D6 (without modifiers) has an 83.33% chance of passing, so it's basically a better 2+ save. Most basic weapons have a -1 modifier so you're then looking at a 6+ on 2D6, which still gives you a 72% chance to save. Not bad!
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