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==Stratagems== <tabs> <tab name="Battle Tactic"> *'''Adrenal Surge (1/2 CP)''': Select an {{W40kKeyword|Adrenal Glands}} unit during the Fight phase. This provides an extra attack to most units and d3 attacks for {{W40kKeyword|Monsters}} if they charged, giving you a sizeable hefty boost for your troops. This is why you buy them, as this is exceptionally handy for your gaunts. **Costs 2 CP for units of 20+ models, allowing this to be particularly handy for smaller crowds. *'''Indomitable Monstrosity (1 CP)''': When a monster is attacked, a 1-3 to wound will always fail, making your beasts some of the tankiest fuckers ever, especially your fexes with their damage reduction. *'''Observer Organism (1 CP)''': Whenever an exocrine shoots, they ignore all cover and a nat 6 to hit scores an additional hit. This is the one to pop when you move an exocrine out of its entrenched position and needs to pop the cover. *'''Reinforced Hive Node (1/2 CP)''': Select One pack of warriors or a Tyranid Prime that has been targeted by an enemy; reduce the damage of any incoming attack by 1 for the phase. **This is really good, even if it's only limited to one phase and only on Warriors. Use it when the enemy is taking lots of D2 and 3D weapons. Best used in the fight phase, when the opponent has no choice but to target them, and where you have a chance to fight back *'''Scorch Bugs (1/2 CP)''': One unit with fleshborers and fleshborer hives can add +6" range and +1 Strength to their guns for this turn, which amounts to quite a lot of damage when stacked with the new fleshborers that outdo even bolters. Costs 2 CP for a unit with 16+ models or has the {{W40kKeyword|Monster}} keyword. *'''Voracious Appetite (1 CP)''': Use in the fight phase when a monster from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase. Wanna put the hurt on that land raider? Drop this on ol' Swarmy and watch the tears flow. </tab> <tab name="Epic Deed"> *'''Enfolding Strike''': When the Parasite of Mortrex flies over an enemy unit, roll a d6; on a 2+ the enemy takes d3 mortal wounds and gets infecction and maxes out at 3 MWs on a 6. Considering that these infections are the primary purpose of the parasite, it's helpful to have a way to deal some out-of-turn damage and spawn a few more rippers on a turn. *'''Death Frenzy (2 CP)''': Use when a Character dies, that unit can immediately fight as if it was the Fight phase, or shoot as if it was the Shooting phase instead of relying on Death Throes. A last fuck-you attack sounds nice but do mind of its cost and that anything with a damage chart has to use the bottom. This is for your low health Broodlords: throw them at characters, monsters, and vehicles you need killed before they die, 12 attacks at S5 AP-3 Dd3 hitting on 2's with re-rolls to wound will end things, especially if they have no invuln. Also if you are going to use Old One Eye for some reason, always save enough to use this on him because he has no damage chart. *'''Pheromone Trail (1 CP)''': Drastically reworked from a past edition. Mark an enemy within 6" of a friendly lictor. All units gain +2 to charge this enemy, which is a hefty boost for your melee forces. This is especially worthwhile if you have Adrenal Glands, with all the fun that entails. *'''Power of the Hive Mind (1 CP)''': A Tyranid Psyker that manifested a power can attempt to manifest one additional psychic power this turn. Helpful. *'''Synaptic Channeling (1 CP)''': Pick a {{W40Kkeyword|<Hive Fleet> Psyker}} unit in your army. Until the end of the phase, it knows all the powers known by friendly {{W40Kkeyword|<Hive Fleet> Psyker}} units that are on the battlefield. Use in case you really need to use a certain power but that psyker is sadly out of range for it. *'''Synaptic Legacy (1 CP)''': When using a Synaptic Imperative and have a {{W40kKeyword|Hive Tendril Warlord}} on the field, they can dig up the synaptic imperative of a dead unit if they weren't already used. *'''Trampling Charge (1 CP)''': When a monster charges, mark an engaged enemy and roll a d6; on a 2+ the enemy takes d3 mortal wounds, on a 5+ that maxes out at 3. If this model has the {{W40kKeyword|Horned Chitin}} keyword (Meaning Tyrants, OOE, Maleceptor, Haruspex, Carnifexes with tusks), these results are upped to 3MWs on a 2+ and 3+d3 MWs on a 5+. **This all independent from any other buffs you may have, but this is a hefty bundle of attacks before beginning to rip into the enemy. </tab> <tab name="Requisition"> *'''Hive Predator (1 CP)''': Mandatory bonus WT stratagem. *'''Rarefied Enhancements (1 CP)''': Mandatory bonus relic stratagem. </tab> <tab name="Strategic Ploy"> *'''Bounding Advance (1/2 CP)''': When a swarm of Hormagaunts advances, they automatically add 6 to their distance and can charge after advancing, making turn 1 charges a certainty. Costs 2 CP for a unit of 15+ models. *'''Encircle the Prey (1 CP)''': One {{W40kKeyword|Burrowers}} (meaning Raveners, Trygon, Rippers, etc.) or {{W40kKeyword|Fly}} unit can immediately return to reserves, letting you redeploy them where you need them. The only question would be whether the Trygon's vore trick can work in such an occasion. *'''Endless Swarm (1 CP)''': One {{W40kKeyword|Endless Multitude}} unit (Your gaunts) can restore 3+d3 models to their fold. This is an absolute step up from the Tervigon since this can even replace hormagaunts and gargoyles. After all, their greatest strength is their numbers so you'll need to keep them as high as possible. *'''Instinctive Rampage (1 CP)''': When your Hive Tyrant dies, any Tyrant Guards they accompanied will immediately flip their shit, adding +4 to any charge rolls against the killer and adding +1 to hit and wound them. Just as well, as you want the enemy to regret killing your big boss. *'''Invisible Hunter (1 CP)''': At the end of the turn, yank a Lictor out of the field. You can then re-deploy them on the next Movement phase, allowing you to throw them right at whatever targets you need the lictor to kill. *'''Overrun (1 CP)''': Use after your unit killed an enemy in the Fight phase. As long as they are not within 3" of an enemy model, they can move again but cannot go within 1" of an enemy model. The term 'Fast Food' has never been so literal. *'''Rapid Regeneration (2 CP)''': A targeted model regains d3 lost wounds. Gives the Swarmlord and other big things the boost they need to move them up a bracket on the damage table. With natural CP regen and Feeder Tendrils you could potentially use this every turn. *'''Shard Lure (1 CP)''': When one {{W40kKeyword|<Hive Fleet> Synapse}} unit shoots an enemy, another unit can then charge them, re-rolling one of their dice when determining distance. You'll probably be using this quite a bit for a dakka-rant or warrior, as they'll prefer to hide behind their walls of troops. *'''Spore Clouds (1 CP)''': When a {{W40kKeyword|Sporecaster}} unit (Toxicrenes and Venomthropes) sit still, their auras expand by 6", providing some extra cover for some squads in the middle of getting to the next bit of cover. *'''Subterranean Assault (1 CP)''': When you set up a Trygon or Trygon Prime through deep striking, you can also pop in a Troops unit that was hiding in strategic reserves. This is a rule the Trygon's always had, now stuck behind CPs on top of whatever you spent to put those gaunts in reserves. *'''Toxic Entanglement (1 CP)''': When a Toxicrene shoots an enemy non-{{W40kKeyword|Aircraft}} unit, roll a d6. On a 2+, the enemy halves their movement and the enemy is forced to charge the Toxicrene with their halved movement, though they add +2 to their charge roll. </tab> <tab name="Wargear"> *'''Acidic Torrent (1 CP)''': One {{W40kKeyword|Acid Maw}} unit (Pyrovores and Genestealers or Carnifexes who buy it) in melee can roll d6 per model or 3d6 for a monster; each 3+ deals a mortal wound to a maximum of 6, providing you an opening barrage before entering melee proper. *'''Blinding Venom (1 CP)''': The reason Gargoyles are thrown into melee. The enemy engaged with these gargs take -1 to hit and cannot re-roll this hit, making for an annoyance for the first turn. *'''Corrosive Viscera (2 CP)''': When an {{W40kKeyword|Acid Blood}} unit (Pyrovores, Haruspex, Maleceptor) takes a wound in melee, the enemy takes a MW on a 4+ to a maximum of 6 MWs. *'''Impaling Hooks (1 CP)''': One {{W40kKeyword|Flesh Hooks}} unit add +1 to hit an enemy non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit in melee. *'''Pathogenic Slime (1/2 CP)''': When one unit shoots, any natural 6s to hit automatically wound. Costs 1 CP for a {{W40kKeyword|Toxin Sacs}} unit, otherwise it cost 2 CP. **It's a lot less impressive than last edition's writeup, and a lot less useful as it no longer improves the effectiveness of any of the guns. The benefit merely comes from the chance to overwhelm high-toughness units. *'''Psychotropic Venom (1 CP)''': During the Morale phase, pick one enemy engaged with a {{W40kKeyword|Lash Whip}} (Tyrants, Warriors or Tyrant Guard with the sword+lash) or {{W40kKeyword|Toxic Lashes}} (Toxicrene or Venomthropes) unit. The enemy takes -2 to morale and -1 to combat attrition checks, making lashes a good way to break an enemy. </tab> </tabs>
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