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==Psychic powers== Unless specified otherwise, all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines, as well as any of the below Hivemind disciplines, though they ''must'' generate at least one of their psychic powers from at least one of the Hivemind disciplines. If the Psyker generates all of his powers only from the Hivemind disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus. Tyranid Psykers gain a +1 bonus to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from any of the Hivemind disciplines. However, they suffer a -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines. ===Hivemind's Control:=== *'''Primaris: Dominion''' ::Warp Charge 1 ::Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms. Dominion is a '''blessing''' that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range. *'''1: Catalyst''' ::Warp Charge 1 ::Many tyranid psykers are known for their ability to make themselves and other Tyranids seemingly uncognizant of even the most grievous of injuries, allowing them to fight on. Catalyst is a '''blessing''' that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by 1 whilst the power is in effect (eg: Feel No Pain (5+) becomes Feel No Pain (4+)). *'''2: Onslaught''' ::Warp Charge 1 ::The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting. Onslaught is a '''blessing''' that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit can either both Run and Shoot in its Shooting phase (in any order) or Run and then Charge in the following Assault Phase. *'''3: Unstoppable''' ::Warp Charge 1 ::A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards. Unstoppable is a '''blessing''' that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit gains the Rage, Furious Charge, Fleet, Eternal Warrior, Feel No Pain (2+) and It Will not Die special rules, and may re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase target must immediately pass a Leadership test or be removed as casualty. If it ''passes'' the test, it may not take any actions during any phase, make cover saves, and is hit automatically in close combat until the start of the next Psychic phase. *'''4: Fury''' ::Warp Charge 1 ::The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle. Fury is a '''blessing''' that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain the Furious Charge and Rage special rules. If either Psyker or the target already have any of these special rules, it also gains the Hatred special rule whilst the power is in effect. *'''5: Empathic Backlash''' ::Warp Charge 2 ::Through the power of the hive mind all things are possible, even making others feel the pain and injury that they would seek to inflict on the Tyranids' component organisms, establishing a quick neural link with those who would strike the creatures of the hive mind and making them feel a rush of pain for every blow they inflict, pain that can tear apart the body. Empathic Backlash is a '''blessing''' that targets a single friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, each time this unit suffers an unsaved wound from shooting or psychic power, deal one automatic hit with Strength equal to this unit's majority Toughness, AP2 and Ignores Cover special rule to the unit that dealt that wound, resolved as a shooting attack. Against vehicles, these hits are resolved at Strength 9 against rear armour. (Vehicles can't feel empathy, why does this hurt vehicles?) *'''6: One Mind''' ::Warp Charge 2 ::Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years. One Mind is a '''blessing''' that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12". Whilst this power is in effect, the targets gain +3 their Weapon Skill and Ballistic Skill. ===Hivemind's Malice:=== *'''Primaris: The Horror''' ::Warp Charge 1 ::The Horror is a '''malediction''' that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership. *'''1: Paroxysm''' ::Warp Charge 1 ::Paroxysm is a '''malediction''' that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics). *'''2: Unsteady hands''' ::Warp Charge 3 ::Unsteady Hands is a '''malediction''' that targets a single enemy unit within 24" that fills a target with a sudden jittering throughout their body as their nerves or electronics are afflicted with psychic energy, making it impossible to shoot or move effectively. Whilst this power is in effect the target may not make shots of any kind, including overwatch. In addition, all melee attacks gain the Unwieldy special rule and are made at -1 Initiative step. *'''3: Mutagenesis''' ::Warp Charge 1 ::Mutagenesis is a '''malediction''' with a range of 24". The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength, and initiative as painful mutations wrack their body. *'''4: The Shadow Notices''' ::Warp Charge 2 ::The shadow notices is a '''malediction''' power with a range of 24" that reduces the leadership of the target unit by d3 for a turn as the shadow in the warp coils around the target; crushing their spirits into the dirt. Against units with the psyker, daemon, brotherhood of psykers, or brotherhood of sorcerers special rules, this power has additional effects; Psykers so targeted suffer a -1 penalty when attempting to harness Warp Charges and when rolling Perils of the Warp. Daemons have their invulnerability save worsened by one, and, if they have the instability special rule, must immediately roll against it on a 3D6, discarding the lowest roll. *'''5: Optical Overload''' ::Warp Charge 2 ::Optical Overload is a '''malediction''' that targets a single enemy unit within 24" with psychic energy that overloads electronic optics and optic nerves alike, rendering the target blind, whilist this power is in effect the target is blinded. *'''6: Stand and Die''' ::Warp Charge 2 ::Stand and die is a '''malediction''' power with a range of 24", filling with the Hive Mind's command to step out of cover and accept their deaths. Enemy units targeted cannot take cover saves for the remainder of the turn and units friendly to the caster may assault the afflicted unit through cover at initiative ===Hivemind's Wrath:=== *'''Primaris: Mind Breath''' (Mind breath?! What kind of troubled mind in need of the Emperors mercy came up with that name?! How about keeping it simple with something like Cacophony?) ::Warp Charge 1 ::Cacophony is a '''witchfire''' power with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | Template | 8* | 2 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> A psychic cacophony is directed in a cone before the Tyranid; flaying the minds of those caught in its path; against targets with Toughness value, Cacophony wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points, and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing. *'''1: Psychic Scream''' ::Warp Charge 1 ::A devastating telepathic scream that annihilates the minds and frays the souls of those caught in its path, the Psychic scream is a devastating ability. Psychic Scream is a '''nova''' power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream. *'''2: Alien Voice''' ::Warp Charge 1 ::Alien Voice is a '''focused witchfire''' power with a range of 18". Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in unsaveable wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target get a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power. *'''3: Despair''' ::Warp Charge 1 ::Despair is a '''witchfire''' power with the following profile: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 18 | 9* | 2 | Assault D3+1 |- |}<br style="clear: both; height: 0px;" /> ::<nowiki>*</nowiki> Through this power, the Hive Mind crushes the very will of its enemies to live, consigning most to simply lie down and die. Against targets with no Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing. *'''4: Hunger''' ::Warp Charge 1 ::Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control; forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger. Hunger is a '''witchfire''' that targets a single non-vehicle enemy unit within 24". Roll an opposed Leadership test against the highest LD value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better, (but not cover saves) may be taken; as well as Reanimation Protocol rolls and Feel No Pain rolls. *'''5: Warp Blast''' ::Warp Charge 2 ::A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes. Warp Blast is a '''witchfire''' power. Warp Blast can be used as a Blast, an Orb, or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen: ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! ! Range ! S ! AP ! Type |- | Blast | 24 | 6 | 3 | Assault 1, Large Blast |- | Orb | 24 | 8 | 2 | Assault 1, Blast |- | Lance | 24 | 10 | 1 | Assault 1, Lance |- |}<br style="clear: both; height: 0px;" /> *'''6: Implosive Vortex''' ::Warp Charge 3 ::An overwhelmingly powerful display of the psychic might of the tyranid species, this dreaded power simply causes reality to collapse upon itself in a localized area, creating a ravenously hungry vacuum that desperately seeks to be filled, sucking in men and machine alike into oblivion. Implosive vortex is a '''vortex''' power that creates a blast template at the target (unlimited range) after scatter dice results, models within the blast must take an initiative test or be removed as casualties, while vehicles must take a test on a d6. On a 5+, nothing happens. Walkers, skimmers, and fast vehicles pass on a 3+ instead. Otherwise, the vehicle suffers an automatic penetrating hit with a +3 modifier to the vehicle damage table in addition to any other modifiers on the vehicle damage table. Roll as normal afterwards for vortex powers. An additional warp charge can be spent to increase the template to a large blast, two can be spent to increase it to a 7 inch blast, and three more (for six in total) to increase it to a ten inch blast, or four more (for seven) to increase it to a fifteen inch apocalyptic megablast; which will increase the size of the Vortex correspondingly. ::: For larger blasts add the following modifiers to the effect roll; for a large blast the initiative test is treated as if their initiative was one worse than normal, and normal vehicles suffer an automatic penetrating hit on a five or worse, while skimmers, walkers, and fast vehicles may only evade the effects of the vortex on a 4+. For a seven inch blast, the test is made as if their initiative were two worse, and vehicular or building targets now take two automatic penetrating hits on a failed roll; with skimmers, walkers, and fast vehicles only evading the vortex on a 5+ and fliers now being affectable if they roll worse than a 3 (flying monstrous creatures instead roll on initiative as normal). For a ten inch blast, the initiative test is now resolved as if it were three worse, and vehicular or building targets now take three automatic penetrating hits, and skimmers, walkers, and fast vehicles are only safe on rolls of a six or better, with fliers being affected on a roll of a 4 or worse and flying monstrous creatures test on initiative at one worse than normal. For a fifteen inch apocalyptic megablast, the initiative test is resolved as if it were four worse than normal, and vehicular and building targets now take four automatic penetrating hits while fliers now only escape the effects of the blast on a roll of a six, while flying monstrous creatures make their initiative test as if it were three steps worse.
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