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Codex - Tyranids: /tg/'s 9th Edition
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====Hive Mind Evolution Matrix==== ''The Hive Fleet is not a single entity. It is made up of untold trillions of minds, some lesser, some comparable to a man, while others have intellects to rival that of a primarch. This intelligence is constantly learning and adapting, countering an opponent with both tactical and physical modification for every day, every hour, every swing of a sword. This makes the endless hordes an almost impossible threat to defeat unless they are wiped out upon first encountering them... something which is nigh impossible.'' If your army is Battle-forged then select one of the first three spheres in the diagram below; units in your army benefit from the selected rule. Then, at the start of each battle round, select another circle that is connected to at least one you already possess, and that is on a higher tier than the last; you gain that ability. All the abilities below are cumulative and, once selected, may not be removed. <center>[[File:Hive_Mind_Evolution_Matrix.png|400px]]</center> '''Tier 1:''' *'''1) - Atmospheric Targeting Adjustment:''' ''Miotic spores are released into the atmosphere, gathering precise information about the planets gravity, atmospheric composition, and light quality, allowing the attacking force to make the most out of their ranged firepower.'' :Add 6" to the range of all ranged weapons in this unit. *'''2) - Hive Mind Relay Limpets:''' ''Lesser Tyranids are sent into battle with psychic limpets on their flesh, providing a relay for the Tyranid psykers to manifest even greater power.'' :Add 1 to any psychic tests made by this model to either cast or block a psychic power. *'''3) - Psychic Goading Screech:''' ''The shadow in the warp howls into the minds of all present, goading them into greater speed.'' :This unit adds D3" to their charge distances. '''Tier 2:''' *'''4) - Rooting Tendrils:''' ''Tendril creatures living on a host's body burrow their way even into plasteel, giving a much more stable firing platform for the warrior beast.'' :At the beginning of any of your Movement phases, this unit may elect to root onto the ground If so, the Movement characteristic of models in its unit becomes "-" and they may not Advance or Charge; in addition, add 1 to all hit rolls made by models in this unit with ranged weapons but subtracts 1 from all their hit rolls with melee weapons and they are automatically hit during the Fight phase. If this unit already has a plus 1 to its ranged hit rolls, then it may instead re-roll all failed hit rolls during the Shooting phase. *'''5) - Ravenous Ammunitions:''' ''The already living Tyranid ammunition is imbued with an insatiable hunger, driving them into a floes flesh, only to erupt out the other side in a desperate attempt to feed on the flesh of another target.'' :If a ranged attack from this unit would slay an enemy model but the damage inflicted is greater than the model's remaining number of wounds, that model's unit suffers 1 mortal wound. *'''6) - Torment Syphon:''' ''Upon death, the psychic energies relayed through all Tyranids is channelled into the synapse network, proving more power for the more terrifying beats.'' :Keep note of the number of {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} units which are slain within Synapse range of any of your {{W40kKeyword|Synapse}} creatures. For each of these units, you gain one torment point, to a maximum of 3. Whenever a unit manifests or denies a psychic power you may spend 1 of these points to add 1 to the result of your psychic test or Deny the Witch test. *'''7) - Pheromone Lock:''' ''x'' :If this unit is not a {{W40kKeyword|Monster}}, then as long as it doesn't move through any terrain feature with the {{W40kKeyword|Difficult Ground}} or {{W40kKeyword|Dense Cover}} keywords, it may move an additional 3" whenever it makes a normal move or advance, but the unit has to move in a straight line for the whole movement. '''Tier 3:''' *'''8) - Stabilising Tendrils:''' ''Specialised retaining tentacles erupt from the creatures limbs, grasping onto any form of purchase, allowing the tyranid to support their weight in otherwise impossible manners.'' :If a unit did not move in its proceeding movement phase it may add 12" to the range of its ranged weapons, to a maximum of double the weapons original range. *'''9) - Synapse Targeting Relays:''' ''Miotic spores burrow into the ground and send up floating arrays of eyes and sensor hairs, relaying targeting information to the rest of the force.'' :Add 1 to this unit's hit rolls if during the Shooting phase it targets an enemy unit that has been damaged by another Tyranid unit during the course of the battle. *'''10) - Command Roots Established:''' ''The warlord impregnates the ground with a mycorrhizal network which connects with every other tranid touching it, providing more accurate tactical information than even the synapse network can produce.'' :If your Warlord is currently on the table, then you gain 1 command point at the start of every Command phase, instead of just your own. *'''11) - Sacrificial Cover Growths:''' ''The battlefield becomes covered in a crusty slime, which while just a degusting inconvenience for the enemy, can morph and move to improve areas of cover for fellow Tyranids.'' :This unit may re-roll failed Armor save rolls of 1 made while benefitting from Light and/or Heavy Cover. In addition, this unit gains a 6+ Invulnerable save. *'''12) - Rapid Steroid Inducement Glands:''' ''Ripper swarms shuttle adrenaline-rich biomass to the fighting force, where it is absorbed by the tyranids, increasing muscle mass and driving them to greater blood lust.'' :Add 1 to the Strength characteristics of models in this unit in a turn in which it charged, was charged or performed a heroic intervention. '''Tier 4:''' *'''13) - Dramatic Ocular Enlargement:''' ''The Tyranids cranium expands and the existing eyes or consumed by a new symbiotic eye creature of grotesque proportions, allowing the Tyranid unparalleled clarity and field of vision.'' :Imprve the Ballistic Skill of models in this unit by 1. *'''14) - Backline Sabotage Drones:''' ''Rippers and other menial beasts burrow into teh enemy supply lines, identifying important equipment and personnel and beginning to disrupt them, causing little damage but having a drastic impact on the enemy efficiency.'' :Any Stratagem an opponent has used earlier in the battle has its cost increased by 1 Command Point. *'''15) - Explosive Cellular Cessation:''' ''Upon death, the Tyranid's weapons turn upon itself, turning the creature's insides into an explosive vat in one last attempt to inflict damage on the enemy.'' :Whenever this unit would lose a wound while within 1" of an enemy unit, roll a D6 for each wound lost; on a 6 an enemy unit within 1" suffers 1 mortal wound. If this unit is a {{W40kKeyword|Monster}}, it suffers the mortal wound on a 4+ instead. '''Tier 5:''' *'''16) - Extraction Tower Biomass Bombard:''' ''Gorged with biomass, the Tyranid biomass towers are directed by the horde to erupt some of its bounty on the battlefield to dowse enemy units with corrosive matter.'' :During the Shooting phase, if this unit has the {{W40kKeyword|Synapse}} keyword, you may pick an enemy unit within line of sight of this unit; that unit immediately suffers D3 mortal wounds. *'''17) - Psychic Dominion Network:''' ''Unholy amounts of biomass are funnelled into psychic node creatures, gripping the battlefield ever tighter in the tyranid hive mind.'' :Add 1 to any psychic tests made by this model to either cast or deny a psychic power. In addition, this unit may manifest the Smite psychic power without incurring a plus 1 to the manifestation cost for each time it has been cast that turn. *'''18) - Mitochondria Respiration Hyperdrive:''' ''The mitochondria in the Tyranid's cells are replaced by a new variant genetically engineered for the current enemy and planet to provide the maximium power possible for the never ending hordes.'' :Add 1 to this unit's Attacks and Strength characteristics. In addition, all wound rolls of 6+ made in the Fight phase inflict 1 mortal wound in addition to normal damage, this is cumulative with any other effects.
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