Compiled leaks for easy reference (credit to kurtangle2)
Nov 30, 2019 14:17:32 GMT
gigasnail, No One, and 2 more like this
Post by seeg on Nov 30, 2019 14:17:32 GMT
Firstly thank you to kurtangle2, all credit to him
this is merely a copypaste of his work
ADAPTATIONS
this is the 'build a bear' hive fleet. pick 2.
-Adaptive Exoskeleton: 6+ Invulnerable save to Termagants, Hormagaunts and Gargoyles.
-Bestial Nature: +2 Attacks to a model that has a damage table and is also at the last step.
-Bio Metallic Cysts: -1 AP to all Scything Talons weapons.
-Biosphere Consumption: FNP 6+++ to Monsters that didn't move in the movement phase and is not within 1" of an enemy unit or during the first battle round.
-Cranial Channeling: Once per turn a psyker can reroll a single psychic test.
-Feeding Frenzy: Additional 3" while piling in.
-Horror from beyond: -1 LD to enemy units within 3" of Monsters.
-Hypermetabolic Acceleration: Reroll advance roll.
-Membranous Mobility: -1 to Hit rolls that target your Fly unit in melee.
-Metamorphic Regrowth: Regain one lost wound at the start of your turn.
-Morphic Sinews: Do not suffer penalty for moving and shooting heavy weapons and advancing and shooting with assault weapons.
-Pack Hunters: Additional -1 APs to your melee weapons when you fight units with fewer models than yours.
-Prey Sight: A Monster that makes a charge move this turn, +1 to hit rolls.
-Senses of the Outer Dark: FNP 4+++ against overwatch attacks.
-Shrewd Predators: Consolidation moves can be made wherever you want as long as there aren't enemy models within 3".
-Sporemist Spines: Advance after Fallback.
-Synaptic Augmentation: If a unit is within 6" of a Synapse unit, reroll 1 hit roll when it is choosen to shoot or fight with.
===============================================================
* These are the adaptations we can choose to have instead of a warlord trait
* There's a strat that costs 1 CP to pick a 2nd adaptation
INFANTRY ADAPTIVE PHYSIOLOGIES
-Enhanced Resistance: Ignore -1 AP and -2 AP
-Adrenal Webs: Consolidation move is 2D6
-Abhorrent Pheremones: -2 LD to enemy units within 1"
-Dynamic Camoulage: +2 to Cover instead of +1
-Unnatural Reactions: Heroic intervention within 6" as if it were a Character
MONSTER ADAPTIVE PHYSIOLOGIES
-Dermic Symbiosis: 5++ Invulnerable and when using a damage table consider double the wounds.
-Voracious Ammunition: D3 Mortal Wounds to all enemy units that lost one or more model to this model ranged weapons at the end of the shooting phase.
-Accelerated Digension: Regain one lost wound for each model killed in melee (capped at 3 per turn)
-Synaptic Enhancement: Give Synapse + Shadow in the warp to the unit.
-Murderous Size: +1 Strenght, +1 Damage and additional -1 AP to a unit melee weapon
==============================================================
PSYCHIC POWERS
Behemoth - Unstoppable Hunger: WC7 One friendly Behemoth unit within 9" gets +1 to Wound rolls in melee
Kraken - Synaptic Lure: WC 5 Select one enemy unit (INFINITE RANGE): when declaring a charge against that unit, you can reroll the charge roll
Leviathan - Hive Nexus: WC 6 All Synapse units extend their Synaptic range from 12" to 18"
Gorgon - Poisonous Influence: WC 6 Improve by 1 the AP of all melee weapons of friendly models within 9"
Jormungandr - Lurking Maws: WC 6 Select one enemy unit (INFINITE RANGE): all the Jormungandr units that were set up on the battlefield via reinforcements can reroll to hit rolls against that unit. Can't be used on the first battle round.
Hydra - Death Shriek: WC 5 When a friendly model dies whilst within 6" of both an enemy unit and this Psyker, on a 6+ it deals a MW on nearby enemy unit
Kronos - Symbiostorm: WC 6 Select a friendly Kronos unit within 12": On a roll of 6 it generates an additional hit for the weapon being used
this is merely a copypaste of his work
ADAPTATIONS
this is the 'build a bear' hive fleet. pick 2.
-Adaptive Exoskeleton: 6+ Invulnerable save to Termagants, Hormagaunts and Gargoyles.
-Bestial Nature: +2 Attacks to a model that has a damage table and is also at the last step.
-Bio Metallic Cysts: -1 AP to all Scything Talons weapons.
-Biosphere Consumption: FNP 6+++ to Monsters that didn't move in the movement phase and is not within 1" of an enemy unit or during the first battle round.
-Cranial Channeling: Once per turn a psyker can reroll a single psychic test.
-Feeding Frenzy: Additional 3" while piling in.
-Horror from beyond: -1 LD to enemy units within 3" of Monsters.
-Hypermetabolic Acceleration: Reroll advance roll.
-Membranous Mobility: -1 to Hit rolls that target your Fly unit in melee.
-Metamorphic Regrowth: Regain one lost wound at the start of your turn.
-Morphic Sinews: Do not suffer penalty for moving and shooting heavy weapons and advancing and shooting with assault weapons.
-Pack Hunters: Additional -1 APs to your melee weapons when you fight units with fewer models than yours.
-Prey Sight: A Monster that makes a charge move this turn, +1 to hit rolls.
-Senses of the Outer Dark: FNP 4+++ against overwatch attacks.
-Shrewd Predators: Consolidation moves can be made wherever you want as long as there aren't enemy models within 3".
-Sporemist Spines: Advance after Fallback.
-Synaptic Augmentation: If a unit is within 6" of a Synapse unit, reroll 1 hit roll when it is choosen to shoot or fight with.
===============================================================
* These are the adaptations we can choose to have instead of a warlord trait
* There's a strat that costs 1 CP to pick a 2nd adaptation
INFANTRY ADAPTIVE PHYSIOLOGIES
-Enhanced Resistance: Ignore -1 AP and -2 AP
-Adrenal Webs: Consolidation move is 2D6
-Abhorrent Pheremones: -2 LD to enemy units within 1"
-Dynamic Camoulage: +2 to Cover instead of +1
-Unnatural Reactions: Heroic intervention within 6" as if it were a Character
MONSTER ADAPTIVE PHYSIOLOGIES
-Dermic Symbiosis: 5++ Invulnerable and when using a damage table consider double the wounds.
-Voracious Ammunition: D3 Mortal Wounds to all enemy units that lost one or more model to this model ranged weapons at the end of the shooting phase.
-Accelerated Digension: Regain one lost wound for each model killed in melee (capped at 3 per turn)
-Synaptic Enhancement: Give Synapse + Shadow in the warp to the unit.
-Murderous Size: +1 Strenght, +1 Damage and additional -1 AP to a unit melee weapon
==============================================================
PSYCHIC POWERS
Behemoth - Unstoppable Hunger: WC7 One friendly Behemoth unit within 9" gets +1 to Wound rolls in melee
Kraken - Synaptic Lure: WC 5 Select one enemy unit (INFINITE RANGE): when declaring a charge against that unit, you can reroll the charge roll
Leviathan - Hive Nexus: WC 6 All Synapse units extend their Synaptic range from 12" to 18"
Gorgon - Poisonous Influence: WC 6 Improve by 1 the AP of all melee weapons of friendly models within 9"
Jormungandr - Lurking Maws: WC 6 Select one enemy unit (INFINITE RANGE): all the Jormungandr units that were set up on the battlefield via reinforcements can reroll to hit rolls against that unit. Can't be used on the first battle round.
Hydra - Death Shriek: WC 5 When a friendly model dies whilst within 6" of both an enemy unit and this Psyker, on a 6+ it deals a MW on nearby enemy unit
Kronos - Symbiostorm: WC 6 Select a friendly Kronos unit within 12": On a roll of 6 it generates an additional hit for the weapon being used