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Codex - Tyranids: /tg/'s 8th Edition
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===Hivemind's Malice=== *'''1: The Horror''' ::'''Warp Charge''': 6 ::''The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.'' :: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic. *'''2: Paroxysm''' ::'''Warp Charge''': 5 ::''The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.'' :: Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place. *'''3: Mutagenesis''' ::'''Warp Charge''': 6 :: Choose an enemy unit within 24" of the psyker. The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength and attacks. *'''4: The Shadow Notices''' ::'''Warp Charge''': 7 :: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit reduces its leadership by D3. If the target is a {{W40kKeyword|Psyker}} it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the {{W40kKeyword|Demon}} keyword it has to consider its invulnerable save as one point worse. *'''5: Optical Overload''' ::'''Warp Charge''': 7 :: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit only hits on 6s in both shooting and fight phase. *'''6: Stand and Die''' ::'''Warp Charge''': 8 :: Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit can't benefit from cover, has to subtract 2 from all its hit rolls, can't fire overwatch and has to attack last in the fight phase.
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