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==Wargear== *'''Thornback''': Model gets Hammer of Wrath. Always welcome if taken. *'''Hardened Carapace''': Boosts armor save by +1, which is kickass. Zoanthropes can't take this though. *'''Corrosive Shots''': A shocking upgrade, this makes all shots get Melta. This means that any transports that get thrown in have to beware this model from getting too close or else it'll be popped. Take this on a model you know will make it there to break it. *'''Reaping Talons''': A cheap upgrade that allows re-rolls on 1 to-hit with your talons, which should have been available for free. At least this is an option. *'''Bio-senses''': Grants Night Vision and enables a model to shoot at a hidden enemy. Really welcome on spyhunter models. *'''Leaping Stride''': A good take for mobile troops, this gives a model a re-roll Initiative when jumping or climbing. ===Leaders Only=== *'''Capillary Synapse''': Not so much an upgrade as it is a special piece of scenery (See stuff like [http://www.beastsofwar.com/micro-art-studio/micro-art-unearth-hive-terrain-set-road-blocks/| Micro Art Studios' Hive terrain]) that might act like a Fortification. Once per game, you can plant this tower anywhere in base contact with your Leader during the Movement Phase. From then on, it'll be a friendly synapse creature that's otherwise unusable and cannot be targeted. A bit costly, but this is one of the best backup plans. *'''Bio-Electric Field''': It's a 5++. No use on the Zoanthrope, but another Leader just might have a use for it. *'''Seismic Roar''': An ability lifted from [[Last Stand]]'s Hive Tyrant, this is an S2 AP- shockwave that hits anyone within 3". It's alright as a mob-clearer, but it won't be lethal. *'''Hive Node''': While the expanded synapse is nice and all, NEVER forget that you also need to use Inspiring Presence. This gives you a bonus 6" on your IP, making sure that your troops stand their ground. *'''Terror''': Cheap bonus Fear. It's just not that useful with half of all the armies being Fearless in one way or another. ===Warrior Alpha Only=== *'''Colossal Growth''': A major cost (25 points!) enacts a changeup in the way you run your Warrior Alpha: He gains +1T, Immunity to Strikedown, and HoW, but in doing so, loses -1I. He won't be any Hive Tyrant, but it'll make him as bulky as one. *'''Distended Pincers''': An analog to the Power Fist, this is a Sx2 AP6 melee weapon with Unwieldy and re-rolls on 1 to-hit. Really frightening, but at AP6, you won't be able to kill MEQ without them killing you first. *'''Burrower''': Gives the Warrior Alpha Burrowing, thus making him able to Deep Strike. Not a smart idea unless you've got some special Capillary set up planned or are herding some Rippers/Raveners on-field. *'''Shrike Wings''': You get wings. Cheaper than Burrowing. *'''Bio-Feedback''': IF you came from Last Stand thinking that this'll give you exploitable immortality, you'll be dead wrong. What this does instead is give you Rage for a turn if a friendly Warrior/Shrike dies within 6". ===Broodlord Only=== *'''Forced Evolution''': Instead of the randomness table of the Ymgarl Genestealers, this gives you a special boost for the game. The d6 result this gives leads to... :# Jack shit. Nice try, bucko. :# Fear. Umm....okay? Terror's cheaper. :# Counter-Attack. All right, but you're better off charging their sorry asses. :# Rage. Nice. :# Stealth. Totally cool here. :# Feel No Pain. Awesome. *'''Psychic Screech''': A special psychic power, Psychic Screech is a Malediction that forces models within 12" to test for pinning with an extra d6. Alright, though taking it as a power is a bit dicey. ===Zoanthrope Only=== *'''Psychic Surge''': A psychic failsafe for a bit of a price, this forces all other Psykers to test Leadership or take an unsavable wound the moment the Zoanthrope Perils. A decent backup, though you're more likely to get denied that Perils.
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