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==Hive Fleet Adaptations== *'''{{W40Kkeyword|Behemoth}}- Hyper Aggression:''' ''Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.'' ::Whenever a unit with this trait charges, was charged or performed a heroic intervention it adds 1 to its attack characteristic for the duration of the following fight phase. In addition, units with this trait always count as having charged, even if they did not charge in the previous charge phase. *'''{{W40Kkeyword|Gorgon}}- Adaptive Toxins:''' ''The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims.'' ::You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation. In addition, the effect of Toxic Sacs is activated on a roll of 5+ instead of 6+. *'''{{W40Kkeyword|Hydra}}- Swarming Instincts:''' ''Hive Fleet Hydra’s super-swarms overwhelm their prey with the sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.'' ::A unit with this trait adds 1 to its hit rolls if the total number of attacks or shots it directs at a unit in the fight, shooting or overwatch phases is greater than the total number of models in the unit it is targeting. Add 2 to the units hit rolls instead if the value is double or more instead of greater than. *'''{{W40Kkeyword|Jormungandr}}- Tunnel Network:''' ''The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.'' ::Units with this trait count as being in cover as long as they did not advance in the movement phase. If a unit with this trait would gain the benefit of cover by another means (such as actually being in cover) it adds 2 to its armour save rolls instead of 1. *'''{{W40Kkeyword|Kraken}}- Questing Tendrils:''' ''The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.'' ::When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn. *'''{{W40Kkeyword|Kronos}}- Bio-Barrage:''' ''Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.'' ::You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase. In addition, add 1 to the result of the roll when trying to block an enemy psychic power. *'''{{W40Kkeyword|Leviathan}}- Synaptic Imperative''' ''Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.'' ::A unit with this trait within 6” of a Synapse creature gains a 6+ invulnerability save against ranged attacks and ignores damage received on a 6+. ===Custom Adaptations=== If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex - Tyranids: /tg/'s 8th Edition, you can create its Hive Fleet Adaptation by selecting two different rules from the following list: *'''Adaptive Exoskeleton''' ''The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.'' ::Units with this adaptation add 1 to their armour save rolls but may not Advance. *'''Bestial Nature''' ''The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.'' ::Units with this adaptation add 1 to their attack characteristic and hit rolls in a turn in which they charged, were charged or performed a heroic intervention. However, if the previous conditions are not fulfilled, this unit subtracts 1 from its hit rolls in the Fight phase. *'''Bio-metallic Cysts:''' ''Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.'' ::Improve the Armour Penetration characteristic of all ''Scything Talons Weapons'' that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1). *'''Biosphere Consumption:''' ''Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.'' ::Roll a die each time a {{W40kKeyword|Monster}} unit with this adaptation that is within an organic piece of terrain loses a wound; on a 5+ that wound is not lost. *'''Cranial Channeling:''' ''The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.'' ::Once per turn, every {{W40kKeyword|Psyker}} unit with this adaptation may re-roll the result of one Psychic test. *'''Feeding Frenzy''' ''With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.'' ::At the end of the Fight phase, in a turn in which it charged, was charged or performed a heroic intervention, a unit with this adaptation regains a number of previously lost wounds equal to the number of wounds it inflicted. *'''Horrors from Beyond:''' ''Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them and not be paralyzed by fear.'' ::Enemy units have to subtract 1 from their Leadership characteristic if within 12" of a {{W40kKeyword|Monster}} unit with this adaptation and have to subtract 1 from their hit rolls. *'''Hypermetabolic Acceleration:''' ''This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.'' ::When a unit with this adaptation Advances, you can re-roll the Advance roll. *'''Membranous Mobility:''' ''This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that lets them spread out like gusts of wind.'' ::A unit with this adaptation that can {{W40kKeyword|Fly}} can Advance in a turn in which it Falls Back. *'''Methamorphic Regrowth:''' ''Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.'' ::{{W40kKeyword|Infantry}} models with this trait regain 1 previously lost wound at the start of each of your turns, while {{W40kKeyword|Monsters}} regain D3 previously lost wounds instead. *'''Morphic Sinews:''' ''Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.'' ::{{W40kKeyword|Monster}} models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons. *'''Pack Hunters:''' ''Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.'' ::As long as a unit with this adaptation is within 9” of another unit with this adaptation, it adds 1 to its movement distances and hit rolls during the Fight phase. *'''Prey-sight:''' ''Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.'' ::If a {{W40kKeyword|Monster}} unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll. *'''Senses of the Outer Dark:''' ''Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.'' ::When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don't suffer penalties to their hit rolls as a result of special rules such as ''Night Fighting'' or ''Dawn Raid''. *'''Shrewd Predators:''' ''This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.'' ::Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight. *'''Sporemist Spines:''' ''Ejected with a muscular spasm from between carapace plates, these clouds of microscopic living spores create a dense and thick mist upon the battlefield, allowing this hive fleet’s broods to get closer without worrying too much of enemy fire.'' ::When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll. *'''Synaptic Augmentation:''' ''This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.'' ::When an enemy unit declares a charge against a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|psyker}} unit with this adaptation, a unit of the same {{W40kKeyword|<Hive Fleet>}} that is within 6" of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.
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