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====Psychic Awakening: Blood of Baal==== *'''Aggressive Adaptation (1 CP)''': Use in the Fight phase, when an attack from a {{W40Kkeyword|<Hive Fleet>}} model in your army destroys an enemy unit. Until the end of the battle, improve the AP of that model’s unit’s melee weapons by 1. You can only use this on a unit once. *'''Buried Threats (1 CP)''': Use in the Movement phase, when a {{W40Kkeyword|RIPPERS}} unit is set up with the Burrowers ability. For as long as it remains stationary, units shooting ranged weapons against it get -1 to hit. *'''Encephalic Diffusion (2 CP)''': Use at the start of the turn and pick a {{W40Kkeyword|MALECEPTOR}} model in your army. For the rest of the turn when someone makes a ranged weapon against a friendly unit within 6” of that Maleceptor, subtract 1 from the weapon’s Strength characteristic to a minimum of 1. *'''Feeding the Hunger (1 CP)''': Use in the Fight phase when a {{W40Kkeyword|HARUSPEX}} unit is picked to fight. For the rest of the phase, it can re-roll hit rolls. **Worth noting that total rerolls (not just 1's to hit) is a very rare Tyranid ability and well worth the 1 CP tax. *'''Feral Instincts (1 CP)''': Use in the Fight phase. Pick a {{W40Kkeyword|HORMAGAUNTS}} unit and for the rest of the phase, its melee weapons get +1 AP. *'''Grasping Tendrils (1 CP)''': Use in the opponent’s movement phase, when an enemy unit without a minimum move characteristic is within 1” of a {{W40Kkeyword|TOXICRENE}} unit and attempts to fall back. Roll a D6 and add1 if the unit is an Infantry unit. On a 3+, it can’t fall back this turn. *'''Hive Instinct (1 CP)''': Use in the Charge phase and pick an enemy unit within 1” of a {{W40Kkeyword|<Hive Fleet>}} Synapse unit in your army. Until the end of the phase, when a charge roll is made by a friendly {{W40Kkeyword|<Hive Fleet>}} unit that targets that enemy unit, roll an extra D6 for the charge roll and drop the lowest result. The first model you move as part of the charge has to end up within 1” of that specific enemy unit otherwise the charge fails and no units move. **A natural pairing is to combine the Arachnacyte Gland relic (preferably on a Trygon Prime or a Flyrant) and this stratagem. The relic-bearer deep strikes in and declares a charge first. If they succeed, then you use the stratagem and help other nearby units get stuck in. In the case of the Trygon Prime, that is most likely whatever accompanied it in its tunnel. *'''Hunter’s Drive (1 CP)''': Use in your Charge Phase and pick a {{W40Kkeyword|<Hive Fleet>}} unit in your army. Until the end of the phase, when that unit declares a charge that targets a unit that lost any models to ranged attacks made by {{W40Kkeyword|<Hive Fleet>}} SYNAPSE models this turn, roll an extra D6 and discard the lowest die when making the charge roll. The first model you move when charging has to end up within 1” of that unit or else the charge fails and no models in the charging unit move. *'''Progeny of the Hive (1 CP)''': Use before the battle to give a Tyranids Infantry unit or one Monster in your army an Adaptive Physiology. You can’t pick a unit that already has an Adaptive Physiology and you can only use this once per battle. *'''Psychic Fissure (2 CP)''': Use at the start of your opponent’s Psychic phase. For the rest of the phase, if an enemy psyker takes a psychic test within 12” of a {{W40Kkeyword|<Hive Fleet>}} Synapse unit from your army and fails the test, they take D3 mortal wounds. This syncs quite nicely with the Kronos-specific warlord trait, and will make psychic heavy armies extremely wary around you. No one wants to take 2D3 mortal wounds to the face. Or 3D3 if they roll perils on a double-1! *'''Savage Distraction (1 CP)''': Use in the Fight phase, when an enemy unit is killed by a model in a {{W40Kkeyword|<Hive Fleet>}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 6” of that {{W40Kkeyword|<Hive Fleet>}} unit fires a ranged weapon, they get -1 to hit. *'''Skyswarm Fusillade (1 CP)''': Use this Stratagem in your Shooting phase. Pick a {{W40Kkeyword|GARGOYLES}} unit in your army. For the rest of the phase fleshborers in that unit become type Pistol 1. *'''Surprise Ambush (1 CP)''': Use in the Charge phase. Pick a {{W40Kkeyword|LICTOR}} that’s entirely on/within a terrain feature or set up this turn using Hidden Hunter. Until the end of the turn, it can’t be Overwatched and add +1 to its Charge rolls. **Turning off Overwatch is a big deal, especially against shooting heavy lists like Tau and Iron Hands. While a Lictor may not survive to make its points back, the ability to help another unit get stuck in should more than balance the cost. **Also applies to Deathleaper as he unsurprisingly has the {{W40Kkeyword|LICTOR}} keyword. Niccccccccce *trails off into a hissssssssss*. *'''Symbiotic Devastation (1 CP)''': Use at the start of the Shooting phase. Pick an {{W40Kkeyword|EXOCRINE}}. Until the end of the phase, it’s counted as not having moved. (FAQ clarifies that this does not allow an Exocrine to advance and shoot. Still usefull to get in range or line of sight.) *'''Synaptic Channelling (1 CP)''': Use in your Psychic phase. Pick a {{W40Kkeyword|<Hive Fleet>}} {{W40Kkeyword|Psyker}} unit in your army. Until the end of the phase, it knows all the powers known by friendly {{W40Kkeyword|<Hive Fleet>}} {{W40Kkeyword|Psyker}} units that are on the battlefield. *'''Unexpected Incursion (1 CP)''': Use in the Movement phase, when a {{W40Kkeyword|MAWLOC}} model is set up using the Terror from the Deep ability. When determining the Mortal Wounds from the Terror of the Deep ability, add 2 to the rolls. *'''Unyielding Chitin (1 CP)''': Use in the Charge phase or your opponent’s Shooting phase when someone shoots at a {{W40Kkeyword|TYRANID PRIME}} or {{W40Kkeyword|TYRANID WARRIORS}} unit from your army. For the rest of the phase, reduce the damage characteristic of incoming ranged attacks by 1, to a minimum of 1.
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