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Codex - Tyranids: /tg/'s 8th Edition
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==Warlord Traits== ====Universal==== *'''1: Alien Cunning:''' This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.'' ::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. If both players have units that can do this, roll-off. The player that wins the roll-off decides who sets up their unit(s) first. In addition, roll a die every time you spend a Command Point; on a 5+ that Command Point is not lost. *'''2: Heightened Senses:''' ''Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.'' ::Your Warlord never suffers any penalties to their hit rolls, even when firing Overwatch. *'''3: Synaptic Lynchpin:''' ''This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.'' ::Add 6" to the range of the Warlord’s Synapse ability. *'''4: Mind Eater:''' ''This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.'' ::Each time the Warlord slays an enemy {{W40Kkeyword|Character}} in the Fight phase, choose one of the aura abilities of that unit, until the end of the battle your Warlord gains that special rule. Replace all faction and sub-faction keywords with {{W40Kkeyword|Tyranids}} {{W40Kkeyword|<Hive Fleet>}} (for example, the rule "Re-roll wound rolls of 1 for friendly {{W40Kkeyword|<Dinasty>}} {{W40Kkeyword|Infantry}} units that are within 6" of this model" would become "Re-roll wound rolls of 1 for friendly {{W40Kkeyword|<Hive Fleet>}} {{W40Kkeyword|Infantry}} units that are within 6" of this model"). *'''5: Instinctive Killer:''' ''This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.'' ::At the beginning of the battle but before the first turn begins, choose an enemy unit type. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same type (for example, all {{W40Kkeyword|Infantry}} units or all {{W40Kkeyword|Biker}} etc.). *'''6: Adaptive Biology:''' ''The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.'' ::From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1. ====Hive Fleet-Specific==== *'''{{W40Kkeyword|Behemoth}} - Monstrous Hunger:''' ''The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.'' ::Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage. *'''{{W40Kkeyword|Gorgon}} - Lethal Miasma''' ''The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.'' ::At the end of the Fight phase, roll a D6 for each enemy unit within 2" of the Warlord. On a 4+ that unit suffers a mortal wound. *'''{{W40Kkeyword|Hydra}} - Endless Regeneration:''' ''Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.'' ::At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 5+, your Warlord regains a wound lost earlier in the battle. *'''{{W40Kkeyword|Jormungandr}} - Insidious Threat:''' ''This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.'' ::Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly {{W40Kkeyword|Jormungandr}} units within 3" of the Warlord. *'''{{W40Kkeyword|Kraken}} - One Step Ahead:''' ''There is no move the prey can make that this Warlord has not foreseen.'' ::In each Fight phase, you can pick one friendly {{W40Kkeyword|Kraken}} unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. *'''{{W40Kkeyword|Kronos}} - Soul Hunger:''' ''This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.'' ::Whenever an enemy {{W40Kkeyword|Psyker}} fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds while your Warlord recovers 1 previously lost wound. *'''{{W40Kkeyword|Leviathan}} - Perfectly Adapted:''' ''This Warlord was created for one purpose, to completely eradicate the defenders of this world.'' ::Once per turn, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.
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