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Codex - Tyranids: /tg/'s 9th Edition
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===Hive Fleet-Specific=== These followings Psychic Powers can be taken by any {{W40Kkeyword|Tyranid}} {{W40Kkeyword|Psyker}} of that specific {{W40Kkeyword|<Hive Fleet>}}, regardless of the indications of one model's on which discipline to choose powers from. '''-{{W40Kkeyword|Behemoth}} - Unstoppable Hunger (Warp Charge: 7):''' ''The Hive Mind siphons into its organisms a tiny portion of Behemoth’s insatiable and aeons-long hunger. Filled with an aching void, claws and talons rend ever more desperately in their need to feed.'' :Pick a friendly {{W40Kkeyword|Behemoth}} unit within 9" of the psyker. Until the end of the turn, add 1 to the wound rolls for that unit's melee attacks. '''-{{W40Kkeyword|Gorgon}} - Poisonous Influence (Warp Charge: 6):''' ''The synapse creature radiates a pulsed imperative which triggers the semi-sentient spores of Gorgon’s bio-horrors, guiding the secretion of venom laced with a seeping psychic miasma.'' :Until your next Psychic phase, improve the AP characteristic of melee weapons for friendly {{W40Kkeyword|Gorgon}} units within 9" of this psyker by one. '''-{{W40Kkeyword|Hydra}} - Death Shriek (Warp Charge: 5):''' ''Amplifying the psychic death cry of Hydra’s progeny to horrifying levels, the Hive Mind causes excruciating physical and psychic trauma in those who resist its predations.'' :Until your next Psychic phase, when a friendly {{W40kKeyword|Hydra}} unit that is within 6" of both this psyker and an enemy unit loses a model, roll a D6. On a 5+, the closest enemy unit suffers 1 mortal wound. '''-{{W40Kkeyword|Jormungandr}} - Lurking Maw (Warp Charge: 6):''' ''The Hive Mind extends a psychic summons, and calls upon Jormungandr’s embedded and waiting broods. Mindlessly converging via synaptic imperative, their sudden and frenzied attacks spell the foe’s end.'' :Pick an enemy unit that is visible to the psyker. Until the end of the turn, re-roll hit rolls against that unit from friendly {{W40Kkeyword|Jormungandr}} units set up on the battlefield this turn. During the first turn, units set up through conventional deployment can't benefit from this Psychic power. '''-{{W40Kkeyword|Kraken}} - Synaptic Lure (Warp Charge: 5):''' ''Drawing upon Kraken’s strategic cunning, the Hive Mind projects a psychic marker upon an identified threat. Unknowingly radiating an irresistible lure to every nearby brood, the enemy is doomed.'' :Pick an enemy unit. Until the end of the turn, re-roll charge rolls made by friendly {{W40Kkeyword|Kraken}} units that target that unit. '''-{{W40Kkeyword|Kronos}} - Symbiostorm (Warp Charge: 6):''' ''The Hive Mind delves into the neural mesh between Kronos’ organisms and their symbiotes. Guided by its majestic will, a deluge of shrieking bio-matter reaches out unerringly towards the Tyranids’ prey.'' :Pick a friendly {{W40Kkeyword|Kronos}} unit within 12" of the psyker. Until the end of the turn, when that unit rolls a 6+ to hit with a ranged weapon, it scores an additional hit. '''-{{W40Kkeyword|Leviathan}} - Hive Nexus (Warp Charge: 6):''' ''The Hive Mind funnels Leviathan’s sophisticated synaptic network through its conduits, enforcing its gestalt will among the hive fleet’s lesser organisms.'' :Until your next Psychic phase, the synapse range of friendly {{W40Kkeyword|Leviathan}} units is 18" instead of 12" (unless it would be already higher) and improve the save conferred by the {{W40Kkeyword|Leviathan}} Hive Fleet adaptation by 1.
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