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Warhammer 40,000/9th Edition Tactics/Tyranids
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==Warlord Traits== These are the warlord traits all Tyranids of any {{W40Kkeyword|<Hive Fleet>}} can take - see individual fleets and armies of renown for warlord traits specific to those. #'''Alien Cunning''': Your warlord gains objective secured & counts as 5 models on objectives. In addition, your warlord can do an action even if it advanced or fell back. Deathleaper uses it, allowing it to mess with backfield objectives with ease. Just keep an eye on your adaptations. If you take the adaption to give monsters objective secured, and a monster HQ, you already have this. #'''Heightened Senses''': Warlord can reroll hits for ranged & melee attacks and always fights first. The most direct one, giving the most for a frontline combatant or backfield artillery bug but little else. Obviously wasted on a neurothrope. #'''Synaptic Lynchpin''': +3" to auras, synaptic imperatives, and command phase abilities. Well now Tervigon can projectile birth Termagants 9 inches away. Probably skip unless you take this on a Malanthrope; a free 9" -1 to hit bubble isn't half bad. The Swarmlord takes this. #'''Direct Guidance''': One {{W40kKeyword|<Hive Fleet> Core}} unit within synaptic link range gains +1 to hit. Gives you another booster to apply, in part. #'''Synaptic Tendrils''': Your warlord can use their command phase ability a second time. It's not all ability, check the warlord trait to figure out what one's exactly count. Direct guidance is usually better reroll 1's to hit/wound from the Hive Tyrant/Tyranid Prime. Amazing for the Neurothrope to improve your psychic phase. #'''Adaptive Biology''': 5+++ feel no pain. Simple but effective. Old One Eye takes this, as he damn well should.
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