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=== Jormungandr === <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:JormungandrIcon.JPG|94px|left|]] The Hive Mind's will seeks to devour the world from under the enemy's feet. Digger bugs, best known for hiding beneath the surface of a planet until it's safe to resurface. [[Hive Fleet Jormungandr|Jormungandr]] is infamous for often resurging only after the forces that wiped out the first wave leave, bringing a fresh round of misery to the Imperials who thought they got all the damn bugs. In practice this means that they have the greatest resistance against shooting and the most varied Deep Strike potential. <div class="mw-collapsible-content"> *'''Hive Fleet Adaptation: ''Tunnel Networks'':''' Dense Cover for {{W40Kkeyword|Jormungandr}} units 12" away, 18" for Monsters. *'''Adaptive:''' Units count as half the number of models when targeted by Blast. *'''Hyper Adaptation:''' Hunt or Lurk *'''Warlord Trait: ''Insidious Threat'':''' Select one unit within Synaptic Link range of the Warlord. Until the start of your next Command phase, enemy units do not receive the benefits of any sort of cover. *'''Stratagem: ''Buried In Wait (1 CP)'':''' When a single {{W40Kkeyword|Jormungandr}} {{W40Kkeyword|Infantry}} unit is set up, you can put it underground instead of deploying it normally. Deep Strike by another name, without the ability to synergize with Subterranean Assault. Can be used 1-3 times, depending on the size. *'''Bio-Artefact (Relic): ''Infrasonic Roar'':''' End of your movement phase, select one enemy unit within 12" of the bearer and roll 3D6. If the result is equal or higher than their Leadership, until the start of your next movement phase, that unit cannot perform an action, and if they are performing an action, it fails. *'''Psychic Power: ''Lurking Maws (WC7)'':''' Select an enemy unit within Synaptic Link range, or within 18". Until the start of your next Psychic Phase, each time a model makes a melee attack against that enemy unit, improve the AP by 1. **Extra AP is always good, with caveats. AoC is mostly gone now except on Votann, so now this power really has some kick to it again. *'''Tactics:''' Here are some tactics that are better off being used in a Jormungandr Adaptation than any other. <s>The Lurk adaptation of Naturalised Camouflage is a powerful defensive bonus, since you benfit from Dense Cover if you're far enough away from your enemies Naturalised Camoflage turn's a -1 to hit to a -1 to hit +1 armor save.</s> The Naturalized Camouflage adaptation specifically says "from a terrain feature" and the Jormungandr trait does not come from a terrain feature. In most cases, you're going to take the Territorial Instincts adaptive and go monster heavy since -1 to hit monsters are really annoying to deal with when they're obsec and sitting on objectives. </div></div>
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