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Warhammer 40,000/9th Edition Tactics/Tyranids
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==Psychic Powers== The Hive Mind discipline is usually the only psychic table your Psykers will be rolling on or choosing from. #'''Catalyst''': Blessing. WC6. A {{W40kKeyword|TYRANID}} unit within synaptic link range of the caster gets a 5+++ (or 6+++ if titanic) until the Tyranid player's next psychic phase. #'''The Horror''': Malediction. WC6. A unit within 24" or synaptic link range that is visible to the caster subtracts 1 from their combat attrition tests and -2 Leadership characteristic. #'''Neuroparasite''': WC7. Witchfire. Target one enemy unit with an 18" or within synaptic link range. Roll a d6 for each model in the target unit. For each roll that is above the target's toughness the unit suffers one mortal wound to a maximum of 6. #'''Onslaught''': Blessing. WC6. A power that allows a {{W40kKeyword|TYRANID}} unit within synaptic link range to advance and shoot in the same turn without suffering any penalties to the BS for moving/advancing with Heavy or Assault weapons. Oh, and they can charge after advancing, too! #*One of the best on here, most effective with Kraken (which has better advance rolls and more reason to advance when possible) and Behemoth (which will appreciate the further boost to its re-rollable charges). Just remember that the test for this power comes after you choose to advance, so if you want to play it safe, don't rely on it. #*Consider casting this with a Neurothrope, as its +1 to Psychic Tests makes this a lot more reliable or +2 if you give it a resonance barb. #'''Paroxysm''': Malediction. WC7. Select an enemy unit within 18" of the psyker or in synaptic link range, that unit cannot for overwatch or set to defend, and each time the unit makes a melee attack, subtract 1 to their wound rolls until your next Psychic phase. #'''Psychic Scream''': Witchfire. WC5. The nearest enemy target within 18" suffers D3 mortal wounds. If the target is a psyker, roll 2d6; if the result is higher than their Ld, a randomly chosen psychic power they know is disabled for the rest of the battle. Doesn't have quite the same potential to inflict damage as Smite, but the ability to disable a unit's potential to buff allies or throw around mindbullets of their own more than makes up for it. #*It's not gonna be easy to use on characters though, so your best targets are probably Thousand Sons, Tzeentch daemons, and Grey Knights (because they ''deserve'' even more pain). This can also force your opponent to take the same power on more than one Psyker to try and counteract the disabling effect. Since repeated attempts to manifest a non-smite power more than once per psychic phase aren't allowed, you can weaken your opponent in the psychic phase even if you don't actually manifest this power - either you cripple the other guy's psykers, or you force then to waste a valuable power slot. Either way, you benefit. {|class="wikitable mw-collapsible mw-collapsed" style="text-align: center; margin: 1em auto 1em auto" !colspan=10|Power Manifest Stats |- !WC!!Base!!+1 to Cast!!Re-roll 1s!!Re-roll 1s and +1!!+1 Unkept Die!!+1 Unkept Die and +1!!+1 Unkept Die and Re-roll 1s |- |5||83.33%||91.67%||93.98%||98.84%||94.91%||98.15%||97.38% |- |6||72.22%||83.33%||85.34%||93.98%||89.35%||94.91%||92.46% |- |7||58.33%||72.22%||72.92%||85.34%||80.56%||89.35%||84.07% |}
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