Codex - Tyranids: /tg/'s 8th Edition
This page is a translation of the Codex - Tyranids: /tg/ edition into 8th edition. Since the Tyranids are now a decent army this codex is basically useless but still a funny idea if you want to play Tyranids in a more peculiar way.
Psychic powers
All Tyranid psykers may generate their powers from any of the below Hivemind disciplines.
Hivemind's Control:
- 1: 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 freindly Tyranids unit within 36" of the psyker that has the Instinctive Behavious ability. Until the end of your next Psychic phase, that unit ignoires its Instinctive Behaviour ability and automatically passes Morale tests.
- 2: Catalyst
- Warp Charge: 6
- Many tyranid psykers are known for their ability to make themselves and other Tyranids seemingly uncognizant of even the most grievous of injuries, allowing them to fight on.
- Select a friendly 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.
- 3: 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 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).
- 4: 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 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 strenght charateristic in a turn in which he 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 casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it's hit automatically in close combat until the start of the next Psychic phase.
- 5: 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 Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit adds 1 to both its attack and strenght charateristic if it charged that turn.
- 6: 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 Tyranids unit within 12" of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.
Hivemind's Malice: (Under Translation)
- Primaris: The Horror
- Warp Charge 1
- The Horror is a malediction that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership.
- 1: Paroxysm
- Warp Charge 1
- Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).
- 2: Unsteady hands
- Warp Charge 3
- Unsteady Hands is a malediction that targets a single enemy unit within 24" that fills a target with a sudden jittering throughout their body as their nerves or electronics are afflicted with psychic energy, making it impossible to shoot or move effectively. Whilst this power is in effect the target may not make shots of any kind, including overwatch. In addition, all melee attacks gain the Unwieldy special rule and are made at -1 Initiative step.
- 3: Mutagenesis
- Warp Charge 1
- Mutagenesis is a malediction with a range of 24". The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength, and initiative as painful mutations wrack their body.
- 4: The Shadow Notices
- Warp Charge 2
- The shadow notices is a malediction power with a range of 24" that reduces the leadership of the target unit by d3 for a turn as the shadow in the warp coils around the target; crushing their spirits into the dirt. Against units with the psyker, daemon, brotherhood of psykers, or brotherhood of sorcerers special rules, this power has additional effects; Psykers so targeted suffer a -1 penalty when attempting to harness Warp Charges and when rolling Perils of the Warp. Daemons have their invulnerability save worsened by one, and, if they have the instability special rule, must immediately roll against it on a 3D6, discarding the lowest roll.
- 5: Optical Overload
- Warp Charge 2
- Optical Overload is a malediction that targets a single enemy unit within 24" with psychic energy that overloads electronic optics and optic nerves alike, rendering the target blind, whilist this power is in effect the target is blinded.
- 6: Stand and Die
- Warp Charge 2
- Stand and die is a malediction power with a range of 24", filling with the Hive Mind's command to step out of cover and accept their deaths. Enemy units targeted cannot take cover saves for the remainder of the turn and units friendly to the caster may assault the afflicted unit through cover at initiative
Hivemind's Wrath: (UT)
- Primaris: Mind Breath (Mind breath?! What kind of troubled mind in need of the Emperors mercy came up with that name?! How about keeping it simple with something like Cacophony?)
- Warp Charge 1
- Cacophony is a witchfire power with the following profile:
Range S AP Type Template 8* 2 Assault 1
- * A psychic cacophony is directed in a cone before the Tyranid; flaying the minds of those caught in its path; against targets with Toughness value, Cacophony wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points, and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing.
- 1: Psychic Scream
- Warp Charge 1
- A devastating telepathic scream that annihilates the minds and frays the souls of those caught in its path, the Psychic scream is a devastating ability. Psychic Scream is a nova power with a range of 6". For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.
- 2: Alien Voice
- Warp Charge 1
- Alien Voice is a focused witchfire power with a range of 18". Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in unsaveable wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target get a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker's Synapse range is immediately reduced by 6" until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.
- 3: Despair
- Warp Charge 1
- Despair is a witchfire power with the following profile:
Range S AP Type 18 9* 2 Assault D3+1
- * Through this power, the Hive Mind crushes the very will of its enemies to live, consigning most to simply lie down and die. Against targets with no Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing.
- 4: Hunger
- Warp Charge 1
- Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control; forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger. Hunger is a witchfire that targets a single non-vehicle enemy unit within 24". Roll an opposed Leadership test against the highest LD value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better, (but not cover saves) may be taken; as well as Reanimation Protocol rolls and Feel No Pain rolls.
- 5: Warp Blast
- Warp Charge 2
- A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes. Warp Blast is a witchfire power. Warp Blast can be used as a Blast, an Orb, or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:
Range S AP Type Blast 24 6 3 Assault 1, Large Blast Orb 24 8 2 Assault 1, Blast Lance 24 10 1 Assault 1, Lance
- 6: Implosive Vortex
- Warp Charge 3
- An overwhelmingly powerful display of the psychic might of the tyranid species, this dreaded power simply causes reality to collapse upon itself in a localized area, creating a ravenously hungry vacuum that desperately seeks to be filled, sucking in men and machine alike into oblivion. Implosive vortex is a vortex power that creates a blast template at the target (unlimited range) after scatter dice results, models within the blast must take an initiative test or be removed as casualties, while vehicles must take a test on a d6. On a 5+, nothing happens. Walkers, skimmers, and fast vehicles pass on a 3+ instead. Otherwise, the vehicle suffers an automatic penetrating hit with a +3 modifier to the vehicle damage table in addition to any other modifiers on the vehicle damage table. Roll as normal afterwards for vortex powers. An additional warp charge can be spent to increase the template to a large blast, two can be spent to increase it to a 7 inch blast, and three more (for six in total) to increase it to a ten inch blast, or four more (for seven) to increase it to a fifteen inch apocalyptic megablast; which will increase the size of the Vortex correspondingly.
- For larger blasts add the following modifiers to the effect roll; for a large blast the initiative test is treated as if their initiative was one worse than normal, and normal vehicles suffer an automatic penetrating hit on a five or worse, while skimmers, walkers, and fast vehicles may only evade the effects of the vortex on a 4+. For a seven inch blast, the test is made as if their initiative were two worse, and vehicular or building targets now take two automatic penetrating hits on a failed roll; with skimmers, walkers, and fast vehicles only evading the vortex on a 5+ and fliers now being affectable if they roll worse than a 3 (flying monstrous creatures instead roll on initiative as normal). For a ten inch blast, the initiative test is now resolved as if it were three worse, and vehicular or building targets now take three automatic penetrating hits, and skimmers, walkers, and fast vehicles are only safe on rolls of a six or better, with fliers being affected on a roll of a 4 or worse and flying monstrous creatures test on initiative at one worse than normal. For a fifteen inch apocalyptic megablast, the initiative test is resolved as if it were four worse than normal, and vehicular and building targets now take four automatic penetrating hits while fliers now only escape the effects of the blast on a roll of a six, while flying monstrous creatures make their initiative test as if it were three steps worse.