Editing
Warhammer 40,000/8th Edition Tactics/Tyranids
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Hive Fleet-Specific=== As of Psychic Awakening, each Hive Fleet also gets a power only it can use. *'''{{W40Kkeyword|Behemoth}} - Unstoppable Hunger (WC7)''': Pick a friendly Behemoth unit within 9β. Until the end of the turn, add 1 to the wound rolls for that unitβs melee attacks. **This power is amazing on multiple units. On Genestealers, your rending claws will trigger on a 5+, while letting your mid-size bugs tackle their MEQ equivalents. ***Not multiple units at once, obviously! ****It WOULD be more amazing on multiple units at once, obviously! *'''{{W40kKeyword|Leviathan}} - Hive Nexus (WC6)''': The range of the Synapse ability for anything that has it is increased to 18". *'''{{W40Kkeyword|Kraken}} - Synaptic Lure (WC5)''': Pick an enemy unit. Until the end of the turn, re-roll charge rolls made by friendly Kraken units that target that unit. **Unless it gets an FAQ, this power currently has a range of infinite, so consider throwing it on a backfield neurothrope you want babysitting your biovores and hiveguard. *'''{{W40Kkeyword|Gorgon}} - Poisonous Influence (WC6)''': Until the start of your next psychic phase, improve the AP on melee weapons for friendly models within 9β of this unit by one. *'''{{W40Kkeyword|Jormungandr}} - Lurking Maws(WC6)''': Pick a visible enemy unit. Until end of turn, re-roll hit rolls against that unit from friendly Jormungandr units set up on the battlefield this turn. You cannot cast this in the first battle round. **This is another source of total rerolls, which is something Tyranids have been sorely lacking. Combines well with anything that can come in via Tyrannocyte or Trygon tunnel, but Hiveguard, Shooty warriors, or devourer gaunts all stand out as obvious picks. *'''{{W40Kkeyword|Kronos}} - Symbiostorm (WC6)''': Pick a friendly unit 12β. Until the end of the turn, when that unit rolls a 6+ to hit with a ranged weapon, you get an additional hit. **This combines well with a Tyranid Prime's +1 to hit aura for warriors (and you can even let them shoot twice for 2 commandpoints) or even better with an Exocrine that stood still (or pretends to have stood still with the new stratagem). *'''{{W40Kkeyword|Hydra}} - Death Shriek (WC5)''': Until your next Psychic phase, when a friendly hydra model that is within 6β of both this psyker and an enemy unit is destroyed, roll a D6. On a 6, the closest enemy unit takes 1 mortal wound. Another way of turning your Gaunts into a blob full of suicide bombers.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information