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Warhammer 40,000/Tactics/Kill Team(8E) Xenos
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===NID Faction Attributes=== *'''Behemoth - Hyper-Aggression:''' Re-roll charge rolls. *'''Jormungandr - Tunnel Networks:''' Models in your kill team, except models that can fly (even though there are no Tyranid units in Kill Team that can fly....yet?), are considered to be obscured to enemy models that target them. If the model advances or charges, however, it loses this benefit until the end of the battle round. *'''Kraken - Questing Tendrils:''' When a model in your killteam Advances, roll 3D6 instead of one and pick the highest. In addition, if a model in your kill team started the Movement phase within 1" of an enemy model,but when you pick it to move there are no enemy models within 1", that model can make a charge attempt instead of Falling Back or remaining stationary. **Stop reading here folks. This is the best subfaction for Nids and single handedly shifts them into S-Tier. White Scars might get something similar but while they can bully GEQs in melee, they aren't really a melee team. Nids are. And now you can't escape them. Shooting models can be disabled for the entire game by 1 hormie making the charge. Once you get into combat with a lictor or genestealer, you're there essentially until one of you dies and Nids do melee better than almost anyone else. This has a very good chance to just completely break the game in their favor. *'''Leviathan - Synaptic Imperative:''' All models gain a 6+FNP and ignore the hit penalty from 1 flesh wound when within 6" of a Synapse model *'''Gorgon - Adaptive Toxins:''' Reroll wound rolls of 1 in the fight phase *'''Hydra - Swarming Instincts:''' Reroll hit rolls in the Fight phase when the enemy is also within 1" of another of your models *'''Kronos - Bio-Barrage:''' Reroll unmodified hit rolls of 1 in the shooting phase if they have not moved this round.
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