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Codex - Tyranids: /tg/'s 8th Edition
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===Universal=== *'''Abominal Mutations (2 CP):''' ''Twisted, turned, the Hive Mind can mutate her subjects to clusters of chitin and muscles if so the circumstances require.'' ::Use this Stratagem before the battle. Select one unit from your army that already has a Mutation, you can immediately purchase another mutation for that model. *'''Adrenaline Surge (3 CP):''' ''Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.'' ::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army – that unit can immediately fight again. *'''Aggressive Adaptation (1 CP):''' ''Biomorphic resin sharpens at the touch of enemy blood.'' ::Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a {{W40kKeyword|<HIVE FLEET>}} model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle. *'''Bounty of the Hive Fleet (1 CP/3 CP):''' ''Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.'' ::Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different {{W40kKeyword|Tyranids}} {{W40kKeyword|Characters}}. You can only use this Stratagem once per battle. *'''Buried Threats (1 CP):''' ''Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.'' ::Use this Stratagem in your Movement phase, when a {{W40kKeyword|RIPPERS}} unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. *'''Call the Brood (2 CP):''' ''Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.'' ::Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers or Ymgarl Genestealers to your army and set them up as reinforcements wholly within 6" of a Patriarch, or Ymgral Patriarch in case of Ymgarl Genestealers, or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as the Patriarch chosen from your army. *'''Caustic Blood (1 CP):''' ''Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.'' ::Use this Stratagem at the start of a Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved. *'''Conglomerated Adaptations (4 CP):''' ::Use this Stratagem before the battle. Select one detachment from your army that is using Custom Adaptations; select one more Custom Adaptation for that Detachment. *'''Death Frenzy (2 CP):''' ''Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.'' ::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Character}} from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield. *'''Digestive Denial (2 CP):''' ''The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to a boiling slurry.'' ::Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound. *'''Encephalic Diffusion (2 CP):''' ''Glistening brain-arrays pulse with diffusive energies.'' ::Use this Stratagem at the start of the turn. Select one {{W40kKeyword|Maleceptor}} model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon’s Strength characteristic to a minimum of 1, for that attack. *'''Feeder Tendrils (1 CP):''' ''Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.'' ::Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a {{W40kKeyword|Character}} in the Fight phase. Gain D3 Command Points. *'''Feeding the Hunger:''' ''The Haruspex’s instinctive need to consume is insatiable.'' ::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Haruspex}} unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll. *'''Feral Instincts (1 CP):''' ''Talons are unconsciously directed at throats and eyes.'' ::Use this Stratagem in the Fight phase. Select one {{W40kKeyword|Infantry}} unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1). *'''Grasping Tendrils (1 CP):''' ''None escape the deadly reach of these toxic appendages.'' ::Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any {{W40kKeyword|Velenthrope}}, {{W40kKeyword|Malanthrope}} or {{W40kKeyword|Toxicrene}} units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an {{W40kKeyword|Infantry}} unit; on a 3+ that enemy unit cannot Fall Back this turn. *'''Grisly Feast (1 CP)''' ''The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.'' ::Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12" of that unit in this phase. *'''Hive Instincts (1 CP):''' ''With a psychic summons, the swarm is gathered.'' ::Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|Synapse}} units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly {{W40kKeyword|<HIVE FLEET>}} unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise, the charge fails and no models in the charging unit move this phase. *'''Hunter's Drive (1 CP):''' ''Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.'' ::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|<HIVE FLEET>}} unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly {{W40kKeyword|<HIVE FLEET>}} {{W40kKeyword|Synapse}} models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise, the charge fails and no models in the charging unit move this phase. *'''Implant Attack (1 CP)''' ''Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.'' ::Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a {{W40kKeyword|Vehicle}}, it instead suffers a mortal wound on a roll of 6. *'''Invisible Hunter (1 CP):''' ''Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.'' ::Use this Stratagem in your Movement phase. Select a {{W40kKeyword|Lictor}} from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn. *'''Leaper-beast (2 CP):''' ''With one jump the enormous creature leaps through the battlefield, eager to satiate its hunger with the unknowing prey.'' ::Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its ''Leaper'' special rule both in the Shooting and Fight phase. *'''Metabolic Overdrive (1 CP)''' ''Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.'' ::Use this Stratagem in your Movement phase, after moving a {{W40kKeyword|Tyranids}} unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn. *'''Overrun (1 CP):''' ''A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.'' ::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models). *'''Pathogenic Slime (2 CP):''' ''Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.'' ::Use this Stratagem at the start of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} from your army. Increase the Damage of its attacks by 1 for this phase. *'''Pheromone Trail (1 CP):''' ''Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.'' ::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army is set up on the battlefield as reinforcements if there is already a {{W40kKeyword|Lictor}} from your army on the battlefield. You can set up the unit wholly within 6" of the {{W40kKeyword|Lictor}} and more than 1" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability. *'''Power of the Hive Mind (1 CP)''' ''The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.'' ::Use this Stratagem at the end of your Psychic phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Psyker}} unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn. *'''Progeny of the Hive (1 CP/3 CP):''' ''Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.'' ::Use this Stratagem before the battle. Select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. If you so wish, you can then select another {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle; if so, this Stratagem costs 3CP. You can only use this Stratagem once per battle. *'''Psychic Barrage (1 CP):''' ''By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.'' ::Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds. *'''Psychic Fissure (2 CP):''' ''The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.'' ::Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Synapse}} unit from your army, it suffers D3 mortal wounds. *'''Rapid Regeneration (2 CP):''' ''Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.'' ::Use this Stratagem at the end of your Movement phase. Select a {{W40kKeyword|Tyranids}} model from your army. It regains D3 wounds lost earlier in the battle. *'''Savage Distraction (1 CP):''' ''With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.'' ::Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly {{W40kKeyword|<Hive Fleet>}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that {{W40kKeyword|<Hive Fleet>}} unit fires a ranged weapon, it has to subtract 1 from the hit rolls. *'''Scorch Bugs (1 CP):''' ''The thoraxes of these bulbous insectoids pulse with caustic chemicals.'' ::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s Fleshborer, Fleshborer Hive or Shreddershard Beetles attacks in that Shooting phase. *'''Single-minded Annihilation (2 CP):''' ''The Hive Mind invests its warrior-forms with but a single imperative: kill.'' ::Use this Stratagem at the end of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army – that unit can immediately shoot again. *'''Skyswarm Fusillade (1 CP):''' ''The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.'' ::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|GARGOYLES}} unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1 and add 1 to the wound rolls. *'''Sporefield (2 CP):''' ''Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.'' ::Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army. *'''Surprise Ambush (1 CP):''' ''Lictors can approach within feet of their prey unnoticed.'' ::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|Lictor}} unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result. *'''Symbiotic Devastation (1 CP):''' ''In thrall to its symbiote, the Exocrine obeys its every will.'' ::Use this Stratagem at the start of your Shooting phase. Select one {{W40kKeyword|Exocrine}} unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase. *'''Synaptic Channeling (1 CP):''' ''Individuality is a disadvantage that Tyranids surpass.'' ::Use this Stratagem in your Psychic phase. Select one {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Psyker}} unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly {{W40kKeyword|<Hive Fleet>}} {{W40kKeyword|Psyker}} units that are on the battlefield. *'''Unexpected Incursion (1 CP):''' ''Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.'' ::Use this Stratagem in your Movement phase, when a {{W40kKeyword|Mawloc}} model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll. *'''Unyielding Chitin (1 CP):''' ''At a synaptic stimulus, carapaces thicken to become as dense as stone.'' ::Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack. *'''Voracious Appetite (1 CP):''' ''The hunger of the Tyranids can never be satiated.'' ::Use this Stratagem in the Fight phase when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} or {{W40kKeyword|Character}} from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.
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