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====Custom Adaptations==== Like several armies before them, the Psychic Awakening expansion will offer the Tyranids the ability to create bespoke Hive Fleet Adaptations by combining any two of the rules listed below. Keep in mind that unlike other races with similar custom traits, tyranids don't get to choose a main strain to be a successor of (though the FAQ may end up saying otherwise). So while choosing your custom adaptations let's you tailor your hive fleet to fit your army, you don't get access to hive fleet specific stratagems or psi powers. *'''Adaptive Exoskeleton''': 6++ for gaunts, gants, and gargs. *'''Bestial Nature''': +2 attacks to models with a damage table and on the last row. *'''Bio-metallic Cysts''': Improves AP of all Scything Talon weapons by one. ('''FAQ'd.''' Now only affects basic scything talons. No love for monsters.) *'''Bio-sphere Consumption''': 6+ ranged FnP for Monsters in the first turn, or who have not moved in the movement phase. *'''Cranial Channelling''': Once per turn, when a psychic test is taken for a model with this adaptation, you may re-roll the result. ('''FAQ''' clarifies that it's once per turn for a single psyker unit in the army. Utter Bullshit.) *'''Feeding Frenzy''': 6" pile-in. *'''Horror From Beyond''': -1 LD to enemy units within 3" of Monsters. When will GW learn that low range -LD auras don't work. *'''Hypermetabolic Acceleration''': Reroll Advance rolls. *'''Membranous Mobility''': -1 to hit against your units with fly in melee. Stacks with blinding poison from gargoyles. *'''Metamorphic Regrowth''': Regain 1 lost wound at the beginning of each turn. Great adaptation for monster heavy armies. Makes Old One Eye virtually immortal, especially if he's your warlord. *'''Morphic Sinews''': '''MONSTER''' Models do not suffer the penalty for moving and shooting heavy weapons, or advancing and shooting assault weapons. Surprisingly good, as it makes up for lack of range. *'''Pack Hunters''': -1 AP to melee weapons when you fight units with fewer models. *'''Prey Sight''' +1 to hit rolls for Monsters that charged, are charged or heroically intervened. This is a lovely little adaptation for Nidzilla armies. Trygons hitting on 2s with a reroll. Same for Hierodules. Carnifexes hitting on 2s with their crushing claws as long as Old One Eye is along for the ride. Haruspexes being borderline useful. *'''Senses of the Outer Dark''': FnP 4+ against enemy Overwatch. Cuts 50% of all overwatch damage taken. Fuck. The. Tau. Thats pretty damn good, though useless when you charge a model that is built around melee to begin with (CC nators, most Orks, etc). *'''Shrewd Predators''': Consolidation moves can be made wherever you want as long as there aren't enemy models within 3. *'''Sporemist Spines''': can advance when falling back. *'''Synaptic Augmentation''': If a unit is within 6" of a Synapse creature, it may re-roll 1 hit roll when chosen to shoot or fight. Works best on MSU and monster heavy lists.
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