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==Special Rules== *''Corrosive:'' When your Hive Titan gets wounded in melee its attacker takes 1 hit. You get the most mileage out of this by feeding your Titan enemy blobs. *''Explode(X):'' If the model gets within 1" of an enemy unit it dies the enemy takes X times 3 hits. The unit also automatically passes morale tests. *''No retreat:'' Instead of failing a morale test one unit dies and the test is passed. If you have this its use is not optional. Can be equipped onto all three Grunts, who thanks to their low Defense are prone to suffering morale tests. *''Pheromones:'' One friendly unit within 12" gets to move 6". Useful but expensive, so position the unit using it well. *''Psy-Barrier:'' The unit in question can now block psychic powers as if had Psychic(2). This turns into a +2 bonus to block if the already is Psychic. Good as a cheap defensive tool against psychic powers on the Prime Warrior, and turns the Psycho-Rex into a master of blocking at D6+4. *''Psychic Synapse:'' The unit as a whole is Psychic(1) for casting and blocking, except you get to roll for every model in the unit and pick the best result. This makes Synapse Floaters the best at casting the most difficult spells. *''Shrouding Mist:'' Activating the unit gives 2 units within 6" Stealth the next time that they are shot at. Good for warding off large volumes of infantry fire, less so against high Quality opponents. *''Spawn Brood:'' Upon activation the Spawning Beast automatically creates either 5 Assault Grunts, 5 Shooter Grunts or 3 Hive Swarms for free. While none are upgraded this is ridiculously cost-efficient. *''Spores:'' If your Mortar Beast or Invasion Artillery misses it creates 3 Spores or 1 Massive Spore 12" away from the target in the position of your opponent's choosing, and the unit cannot be activated that turn. A wily opponent will use this to block off your units that haven't been Activated yet, so keep this in mind. *''Surprise Attack:'' A supercharged Ambush that lets you pop up up to 1" away from enemy units, and if you appear up to 3" within an enemy unit roll 2 dice, with every 2+ dealing 3 AP(1) hits to one unit within range. *''Takedown:'' When your Shadow Hunter is in melee on a 2+ it gets to land an AP(1) Deadly(3) hit on a single model. Useful for sniping characters and special weapons.
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