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====Hive Fleet-Specific==== *'''{{W40Kkeyword|Kronos}} - Balethorn Cannon''': Replaces a stranglethorn cannon. Identical to the standard version, save for one very important difference - it ignores ''all invulnerable saves''. While that won't affect TEQs too much since they still get a 3+ from their armor, anything whose invuln save is at least as good as its armour save will definitely notice, especially Tzeentch daemons. That said, this is functionally a 25 point Hive Tyrant only gun which is ''always'' in direct competition with the Miasma Cannon, so it's best to take it against things that will definitely notice losing their invulnerable saves- in addition to the aforementioned Tzeentch daemons, Harlequins and IG with slabshield Bullgryn and Crusaders are good choices to use this on. *'''{{W40Kkeyword|Hydra}} - Slimer Maggot Infestation''': Replaces two deathspitters with slimer maggots. Gains the ability to re-roll failed wound rolls. Nice on a dakkatyrant, but it's a shame Hydra relies more on flooding the board with Gaunts than it does on shooting things. *'''{{W40Kkeyword|Gorgon}} - Hyper-Adaptive Biology''': After the end of the first phase in which the bearer suffers a wound, the bearer gets +1T for the rest of the battle. Could work well when paired with the Adaptive Biology Warlord Trait if you have a way to live through that one phase, which is the same problem the Trait has. *'''{{W40Kkeyword|Behemoth}} - Scythes of Tyran''': Replaces a pair of Monstrous Scything Talons. It gains +1S and +1A, and To-Hit rolls of 6+ generate another attack but loses its rerolls of 1. This means they're functionally the same as the stock pair of Monstrous Sything Talons (1/6 chance of extra attack instead of 1/6 chance of reroll) with +1 Strength, which really only makes a difference against T6 and T7. The Scythes are a little more bursty with their damage, with a small chance of dealing 6+ wounds ina single Fight phase. The real selling point of these is that it only eats up one weapon slot, allowing you to have a bit of shooting, or double down on attacks with a pair of boneswords or monstrous rending claws. *'''{{W40Kkeyword|Leviathan}} - Slayer Sabres''': Replaces monstrous boneswords. Same stats, but if it wounds an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} ''model'' that is still alive at the end of the fight phase, roll 1d3. If the roll exceeds the model's remaining wound count, it is instantly slain. It's only really useful against ''exactly'' 4 or 5 wound models of unit types which rarely have that number, but becomes much more useful against armies with widespread access to FnP equivalents (read: anything related to Nurgle), which are more likely to survive being wounded. **Alternative take: What people don’t realise is that these swords are meant for duelling, hell the Implant Attack stratagem might as well have been made for this relic - the generic HQs of other armies actually do typically have 4/5 wounds, and the average of D3 is 2. 3 Damage means 1 unsaved wound and that captain is down to 2 wounds, Implant Attack for another mortal wound leaving them with 1, so on average they die from the Sabres’ ability. If you’re lucky on the D3 roll or get a toxinsac attack through or both you can oneshot 6/7 wound characters as well. That said this use is somewhat niche but they aren’t quite as bad as they seem at first glance. *'''{{W40Kkeyword|Kraken}} - Chameleonic Mutation''': Opponent takes a -1 to hit rolls when shooting ranged weapons at this model. Always good on your monsters, and it stacks with Venomthropes' Shrouding Spores or Malanthropes; one possible way to help keep your Hive Tyrant (or Tervigon) alive. Also stacks with The Horror. Not useful against Space Marines [[butthurt|(effectively against half of all existing armies...)]], because they presumeably will bring their new Oculus Marine thingies, what ignores any covers and any penalties to hit. *'''{{W40Kkeyword|Jormungandr}} - Infrasonic Roar''': {{W40Kkeyword|Monster}} only. Enemy units within 6" of this model must subtract 1 from LD. Could be good if you want to use Psychic Scream a lot, otherwise meh; the real shame is the type requirement, effectively restricting it to winged Hive Tyrants or Trygon Primes, due to its very low range.
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