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==Detachments== ===Invasion Fleet=== <div class="toccolours mw-collapsible mw-collapsed> The Index's general-use detachment. Gives your army a general focus while also allowing them to gain some extra uses when using Stratagems in Synapse range. <div class="mw-collapsible-content"> ====Special Rules==== *'''Hyper-Adaptations:''' Gives you one of three buffs you can pick between for the entire game. You're naturally going to gravitate towards ''Hyper-Aggression'' because routinely your attacks will be fine on accuracy but struggle to wound. **''Swarming Instincts:'' Any attacks against enemy {{W40kKeyword|Infantry}} and {{W40kKeyword|Swarm}} units gain ''Sustained Hits 1''. **''Hyper-Aggression:'' Any attacks against enemy {{W40kKeyword|Vehicle}} and {{W40kKeyword|Monster}} units gain ''Lethal Hits''. **''Hive Predators:'' Any critical hits against enemy {{W40kKeyword|Character}} units gain ''Precision''. ====Stratagems==== <tabs> <tab name="Battle Tactic"> *'''Adrenal Surge (1 CP):''' When one unit fights (two if they're both within Synapse range), they score critical hits on a 5+. *'''Rapid Regeneration (1 CP):''' One unit gets a 6+++ FNP against the enemy's shooting attacks, upped to a 5+++ if the unit's within Synapse range. </tab> <tab name="Strategic Ploy"> *'''Death Frenzy (1 CP):''' When a unit is attacked in melee, any models that die before fighting can still attack after the enemy on a 4+ before going down. *'''Endless Swarm (1 CP):''' During your command phase, two units with the {{W40kKeyword|Endless Multitude}} keyword (so Neurogaunts plus your 3 Battleline units) that are within your Synapse Range can have up to d3+3 destroyed models returned for each one selected. *'''Overrun (1 CP):''' A unit can consolidate 6" instead of the usual 3" so long as they end movement within engagement range of another enemy. If the unit's within Synapse range, that consolidation range is boosted to their full movement speed. *'''Synaptic Insight (1 CP):''' One unit (two if they're both within Synapse range) get to use one Hyper-Adaptation that you didn't pick at the start of the game for the turn. </tab> </tabs> ====Enhancements==== *'''Adaptive Biology:''' Bearer gets a 5+++ FNP. At the start of any turn, if the bearer has fewer than its starting number of wounds remaining, until the end of the battle, it has a 4+++ FNP instead. Best on a Flyrant or Tervigon, who need the protection more than anything. *'''Alien Cunning:''' After both players have deployed their armies, select up to three units from your army and redeploy them. When doing so, you can throw them into reserves. **Excellent for anyone since it doesn't really care who it's used on. If you do take it, try to also take Deathleaper, who can make optimal use of the redeploy; it's also very, very good on Leapers. *'''Perfectly Adapted:''' Bearer gains a 1/turn ability to re-roll one Hit, Wound, Damage, Advance, or Charge roll, or one saving throw. *'''Synaptic Lynchpin:''' Bearer gains a 9" bubble of Synapse range without getting the actual keyword. Great on a Parasite of Mortrex. </div></div> ===The Vardenghast Swarm (Combat Patrol)=== <div class="toccolours mw-collapsible mw-collapsed> One of the first Combat Patrols released for 10E. Pretty much here to showcase the power of this new gameplay format. <div class="mw-collapsible-content"> '''Composition:''' 1 Vardenghast Terror, 1 Psychophage, 20 Termagants, 3 Von Ryan's Leapers, 5 Barbgaunts *'''Vardenghast Terror:''' A Winged Prime. "Lost" the squad benefit, but that was wasted anyways. Instead, it can fight after dying on a 4+, making for a pseudo-''Deadly Demise''. *'''Psychophage:''' Has the advantages on eating up a weakened enemy, but lost the FNP aura. *'''Termagants:''' Come with Fleshborers for high-powered shooting. Can be split into two squads of 10, allowing for more coverage. *'''Barbgaunts:''' You get five of them to slow down the enemy while your Leapers can run them down. *'''Von Ryan's Leapers:''' Your main melee force. Expect to spam Heroic Intervention a LOT to protect your gaunts. <u>'''Enhancements'''</u> *'''Psychostatic Veil:''' The default enhancement gives ''Lone Operative'' and a 4++ save, which is fine enough since this box lacks any warriors for the Vardenghast Terror to hide behind. In addition, any melee attacks against the bearer suffer -1 to hit. *'''Secretion Goad:''' Once per turn, you can make the Vardenghast Terror target a friendly unit within 6" that's about to fight or shoot, improving the AP of that unit's weapons by 1. <u>'''Secondary Objectives'''</u> *'''Alpha Xenoform:''' Default. Score 4VP at the end of each phase if the Vardenghast Terror destroyed one or more enemy models. *'''Chitinous Tide:''' Score 5VP at the end of your turn if you control one or more objectives within 6" of your opponent's deployment zone. <u>'''Stratagems'''</u> *'''Teeming Broods (1 CP):''' During the movement phase, you can either resurrect d3 models from an existing unit of Termagants or recreate a new squad of 2d6 Termagants if you lost a unit. *'''Hyper-Reactive (1 CP):''' During your opponent shooting or fight phase when one of their units has selected their targets, if its an Tyranid infantry, each time an attack targets that unit, substract 1 from the Hit roll. *'''Voracious Assault (1 CP):''' On your shooting or fight phase, select one of your units that hasn't attacked that phase. Until the end of the phase, models of that unit can re-roll Hit rolls if it targets the closest elegible target. </div> </div>
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