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Codex - Tyranids: /tg/ edition
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===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 unitβs 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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