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Codex - Tyranids: /tg/'s 9th Edition
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===Hive Mind's Malice=== '''-1: Mutagenesis (Warp Charge: 7):''' ''The energies emitted from the servants of the great devourer mutate their victims in grotesque ways, ampering their chances of fighting back.'' :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 characteristic until the beginning of your next Psychic phase. '''-2: Optical Overload (Warp Charge: 7):''' ''A burst of synaptic energies temporarily fries the optical nerves of nearby creatures, rendering them blind and unable to protect themselves.'' :Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit can only hit on 6s in both the Shooting and Fight phase. '''-3: 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. '''-4: Stand and Die (Warp Charge: 8):''' ''As the hungry swarm approaches, one thought breaks into the shaking soldiers' minds: "Come closer... let the feast begin".'' :Select a unit within 24" that is visible to the psyker. That unit must take a Leadership test; if the test is failed, then until the start of your next Psychic phase, that unit can't benefit from cover, it has to consider its Ballistic Skill and Combat Skill as 2 points worse, can't fire Overwatch, and has to attack last in the Fight phase. 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. '''-5: 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. '''-6: The Shadow Notices (Warp Charge: 7):''' ''Looming over the battlefield, the shadow of the great devourer engulfs those foolish enough to drive its attention.'' :Select a unit within 24" that is visible to the psyker. Until the start of your next Psychic phase, that unit must reduce its Leadership characteristic 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 suffers a penalty of 1 to its Invulnerable saves.
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