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Codex - Tyranids: /tg/'s 9th Edition
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===Hive Mind's Control=== '''-1: Catalyst (Warp Charge: 6):''' ''Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound. '''-2: Dominion (Warp Charge: 5):''' ''Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 36" of the psyker that has the ''Instinctive Behaviour'' special rule. Until the end of your next Psychic phase, that unit ignores its ''Instinctive Behaviour'' ability and automatically passes Morale tests. '''-3: Fury (Warp Charge: 6):''' ''The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its Attacks and Strength characteristics if it charged that turn. '''-4: One Mind (Warp Charge: 7):''' ''Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker consider their Ballistic Skill and Combat Skill as 2 points better. '''-5: Onslaught (Warp Charge: 6):''' ''The hive mind is capable of giving additional energy to the creatures that comprise its vast "body", allowing them to attack even while sprinting.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back). '''-6: Unstoppable (Warp Charge: 8):''' ''A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.'' :Select a friendly {{W40kKeyword|Tyranids}} unit within 24" of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds, and adds 1 to both its Attack and Strength characteristics in a turn in which it charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, gain the benefit of cover, and it's hit automatically in close combat until the start of the next Psychic phase.
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