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==Psychic powers== Unless mentioned otherwise all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines as well as Hivemind's Control and Hivemind's Wrath, though they ''must'' generate at least one of their psychic powers from Hivemind's Control or Hivemind's Wrath disciplines. If the Psyker generates all of his powers only from Hivemind's Control and/or Hivemind's Wrath disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus. Tyranid Psykers gain +1 to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from Hivemind's Control or Hivemind's Wrath disciplines, and -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 ::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 ::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 one whilst the power is in effect (for example, 5+ become 4+). *'''2: Onslaught''' ::Warp Charge 1 ::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 ::Unstoppable is a '''blessing''' that targets a single friendly unit from Codex: Tyranids within 24". Whilst this power is in effect, the target unit gain 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 the Leadership test or be removed as causality. If it ''pass'' the test, it cannot Move, Shoot, Run, Charge, Overwatch, make cover save throws and fight in close combat and is hit automatically in close combat until the start of it's next Psychic phase. *'''4: Fury''' ::Warp Charge 1 ::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 Backslash''' ::Warp Charge 2 ::Empathic Backslash 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 an automatic hit with Strenght 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. *'''6: One Mind''' ::Warp Charge 2 ::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 Wrath:=== *'''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: Psychic Scream''' ::Warp Charge 1 ::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 2 ::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 bigger result, the target is removed as casuality, but if the target get a bigger result, 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''' 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> Against targets with Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power does 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) and don't roll for building damage at all. *'''4: 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). *'''5: Hunger''' ::Warp Charge 1 ::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 (but not cover saves) may be taken. *'''6: Warp Blast''' ::Warp Charge 2 ::Warp Blast is a '''witchfire''' power. Warp Blast can be used as either a Burst 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 |- | Burst | 24 | 6 | 3 | Assault 1, Blast |- | Lance | 18 | 10 | 1 | Assault 1, Lance |- |}<br style="clear: both; height: 0px;" />
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