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=== Hyper Adaptations and Custom Fleets=== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> [[File:TiamatIcon.jpg|94px|left|]] [[File:OuroborisIcon.JPG|94px|right|]] The Hive Mind's will seeks adaptability in its countless multitudes. There's a great many Tyranid Hive Fleets that are distinctly separated from the main Hive Fleets, and also include oddities like [[Hive Fleet Tiamet|Tiamet]] (pictured left), a Hive Fleet that landed on a planet and chose to start building there for some reason, as well as [[Hive Fleet Ouroboris|Ouroboris]] (pictured right), a Hive Fleet that specializes in aerial assaults so thick with bodies they blot out a planet's sun(s). While the previous edition's codex had updates to provide custom hive fleets, the new codex pretty much threw this all out to make a whole new way to run them. Even better, these are adaptations that your main fleets can steal for their own with Hyper-Adaptation. <div class="mw-collapsible-content"> *'''Splinter Fleet:''' As with any other army, you can be boring and just ape off an existing hive fleet, giving you the WT and Adaptation as well as Strat and Power the fleet gives. Just as unimpressive as anything else. If you want to go actually custom for your fleet, you can pick a trait from two different adaptation lists. However, you will need to keep an eye on your third list, as you can use Hyper-Adaptations to swap off one of your preselected traits for a trait from the third list. <tabs> <tab name="Hunt"> *'''Adrenalised Onslaught:''' Units can consolidate an additional 3", which lets your gaunts and rippers in particular get stuck in without worrying about the charge. The gaunts in particular love it with their insane consolidate ranges. *'''Ambush Predators:''' All your units can perform Heroic Interventions despite not being characters. This is especially handy for your walls of gaunts needing to protect mommy Tervigon or daddy Tyrant. *'''Augmented Ferocity:''' +1 to charge rolls. *'''Heightened Reflexes:''' Units can shoot after falling back but must take a -1 to hit when doing so. Gaunts and warriors will be the most likely benefactors from this, considering how much they'll be shooting. *'''Synaptic Goading:''' {{W40kKeyword|Endless Swarms}} units with this adaptation can move 6" before the first turn. Your gaunts tend to be the front liners anyways. It's a very easy pick if you bring a ton, especially if you exploit their insane charge ranges. </tab> <tab name="Feed"> *'''Stabilising Membranes:''' Any nat 6s to hit while shooting improves the AP of the hit by 1. *'''Exoskeletal Stabilisation:''' The shooting-favoring stratagem. Assault weapons no longer take penalties for shooting after advancing, infantry with heavy weapons can shoot after moving with no penalty and monsters can fire heavy weapons at enemies they're engaged with without any penalties. *'''Relentless Hunger:''' Even if a unit fails a charge, they can still move up to 3", letting them slide back to a convenient piece of cover. *'''Unrelenting Swarm:''' Your units ignore modifiers to their movement. *'''Wreathed in the Shadow:''' Enemies can't overwatch or set to defend against your charges. Ohhhh, this is a very fun for your mobs and lictors. </tab> <tab name="Lurk"> *'''Exoskeletal Reinforcement:''' These units treat any AP-1 attacks they take as AP0. It's not quite Armour of Contempt, but it offers a decent share of protection against small arms fire. *'''Natural Camouflage:''' Your units gain a +1 to their armor save when they're under the benefits of cover ''from a terrain feature.''. **Unlike other "benefits of cover" rules, this one specifically says you need to gain cover from a terrain feature. That means you can't use the Broodlord's Synaptic Imperative to give you light cover in the open, and then get another +1 to your save. It also won't synergize with Jormungadr at all. **This adaptation lets you stack armor saves. If you're getting Light, Heavy, or Dense from a terrain feature (or even just +1 LD), your armor save gets improved by 1 against ranged attacks. *'''Synaptic Ganglia:''' Your psykers can re-roll their deny checks and any models they cast gain +3" to their ranges. Definitely the one to take against psyker-dependent armies like the Eldar and Thousand Sons. *'''Territorial Instincts:''' Your monsters now gain ObSec, letting models with 10+ wounds count as 5 models in terms of capping. You want to Nidzilla? This is how you Nidzilla. combine this with a Spearhead Detachment and, while you may take a CP hit, you can have all the Carnfex's you want. The issue is Carnfex's have 9 wounds, so each one only count's as one model, guess you'll just have to kill all there troops then. *'''Unfeeling Resilience:''' Your monsters now count as having double wounds in regards of damage tracks, making them far more effective over a longer time. </tab> </tabs> </div></div>
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