Post by Hive Bahamut on Feb 14, 2021 8:03:29 GMT
Codex?
I wonder, how close can we get with some of what is coming our way? I don't want to go right down the rabbit hole with making stuff up, but will try to adjust to what trends seem to be common using the plethora (now) of 9th codices and some HEAVY influence. Let's have some fun.
Synapse Synapse range is 12". If you are under Synapse from 1 source you gain 6+++, if you are under 2 sources +1A, if 3+ reroll 1's to wound.
Instinctive Behaviour If a unit is not under Synapse it suffers -1 to hit unless shooting the closest target and if it multicharges it suffers -2".
Shadows in the Warp If you are within 18" of a Synapse subtract 1 from the psychic test. If you are within 18" of 2 different units of Synapse you perils on the roll of any double. If you are within 18" of 3+ different Synapse units you subtract 6" from the range of all enemy psychic powers.
Orchestra of War Tyanids use Synapse as a form of enhancing individuals, this is represented by CORE keyword. Anything with LIVING BOMB keyword will never benefit from rules that affect CORE.
Units
HQ:
Broodlord:
M:8" WS:2+ BS:- S:5 T:5 W:8 A:6 Ld:10 5+
Lightning Reflexes: 5++ and +1" charge.
Hive Tyrant:
M:9"/16" WS:2+ BS:3+ S:7 T:7 W:14 A:5 Ld:10 3+
Warp Field: 4++
Commanding Presence: At the start of your Command Phase you may pick 1 TYRANID unit and it may move an additional 3"
Swarmlord:
M:9" WS:2+ BS:2+ S:8 T:7 W:16 A:8 Ld:10 2+
2x Bone Sabres: S:U AP-3 D:3 "Invulnerable saves must be rerolled against these weapons."
Blade Parry: 4++ and reduce damage by 1 in melee to a minimum of 1.
Hive Commander: In the Shooting phase you may instead of shooting move a unit again, it may not advance and can not be used on anything with LIVING BOMB keyword.
Will of Hive Mind: Once per player turn the Swarmlord may pick one unit out of Synapse (24") and apply synapse (1) to that unit until the start of your next Command Phase.
Tyranid Prime:
M:7" WS:2+ BS:3+ S:5 T:5 W:7 A:4 Ld:10 4+
Synaptic Node: 5++
Alpha Warrior: Warriors add 1 to hit and wound when within 3" of a Prime.
Tervigon:
M:8" WS:4+ BS:3+ S:6 T:8 W:17 A:3 Ld:10 5+
Brood Progenitor: 5++ and Termagants under Synapse of a Tervigon may shoot again at the end of the shooting phase, but must target the same unit. She may "overcharge" the Gants adding +1 S and -1AP, if you do so roll a D6 for each Gant. For each unmodified 1, one model is slain.
SpAwN tErMaGaNts: At the start of your command phase you may replenish 1 Gant unit up to 2D6 Gants (3D6 if you Overcharge for 1 Mortal) These may be whatever type of Termagant was allocated to the Tervigon (Just pay difference per unit, so if you pay for 15:15 you never can break that ratio.)
Neurothrope:
M:5" WS:5+ BS:3+ S:4 T:4 W:6 A:1 Ld:10 7+
Spirit Leech: When a model loses a wound from the Neurothrope a ZOANTHROPE unit within 6" may heal 1 wound.
Warp Field: 3++
Warp Siphon: same, as well as if a psychic power is denied by the Neurothrope it may add 6" to the range of the powers and Synapse next turn.
Old One Eye:
M:8" WS:3+ BS:5+ S:9 T:7 W:9(*) A:7 Ld:7 4+
Immortal Battering Ram: D3 Mortal Wounds on 2+. The first time this model dies on a 2+ it comes back with D6W at the end of the phase.
Troops:
Tyranid Warriors:
M:7" WS:3+ BS:4+ S:4 T:4 W:5 A:4 Ld:9 5+
Synaptic Node: 5++
GENESTEALERS:
M:8" WS:3+ BS:- S:4 T:4 W:1 A:4 Ld:10 6+
Lightning Reflex: 5++ and may add 1" to charge.
Termagants:
M:7" WS:5+ BS:4+ S:2+ T:3+ W:1 A:1 Ld:5 7+
Hormagaunts:
M:9" WS:4+ BS:- S:4 T:3 W:1 A:3 Ld:5 7+
Bounding Leap: Same, as well as may charge over models as if they had FLY
Rippers:
M:6" WS:5+ BS:6+ S:2 T:2 W:5 A:5 Ld:4 7+
Burrowers: Same, if this unit arrives from reserves it has -1 to hit from shooting until it moves.
Elites:
TyRaNt GuArD:
M:7" WS:2+ BS:- S:6 T:6 W:6 A:5 Ld:8 2+
Automated Guardian: If a HIVE TYRANT is within 3" of a Tyrant Guard treat these models as if they were from the same datasheet as the Hive Tyrant in regards to wounds. Saves may be rolled on either profile, but only 1 picked per phase, unless damage would have been lost due to overkill.
Shield wall: If this unit is within 3" of a HIVE TYRANT without wings when it moves, it may add 3" to its move.
Hive Guard:
M:5" WS:5+ BS:3+ S:4 T:6 W:4 A:2 Ld:7 4+
Lictor: (New 3 pack with Deathleaper option when Codex drops.)
M:9" WS:2+ BS:4+ S:6 T:5 W:5 A:6 Ld:8 7+
Chameleonic Skin: 5++
Hidden Hunter: Deep Strike and/or Scout.
Deathleaper:
M:10" WS:2+ BS:3+ S:7 T:5 W:7 A:7 Ld:9 7+
Superior Chameleonic Skin: 4++ and -1 to hit at 12"+
It's After Me!: Reroll to hit and wound against CHARACTERS.
From the Shadows!: Deathleaper may deepstrike as well as any turn that it has not arrived from reserves may return to reserves arriving from deepstrike next turn.
Zoanthropes:
M:5" WS:- BS:2+ S:3 T:4 W:4 A:- Ld:9 7+
Warp Field: 3++
Warp Blast: Increase Mortal Wounds psychic range by 6"
Maleceptor:
M:8" WS:3+ BS:4+ S:7 T:7 W:14 A:5 Ld:10 5+
Psychic Monstrosity: At the end of each psychic phase this model may cast smite on the closest eligible enemy with a 7+ roll regardless of how high smite charge is.
Psychic Barrier: 4++ and if the Maleceptor kills any models from Psychic Monstrosity it gains D6 wounds back.
Venomthropes:
M:7" WS:3+ BS:- S:5 T:5 W:4 A:4 Ld:8 5+
Toxic Miasma: After you pile in but before you attack with the Venomthropes roll a D6 for each model engaged, and on a 5+ that model suffers a Mortal Wound.
Shrouding Spores: Light and Heavy Cover to units within 6"
Pyrovores:
M:7" WS:3+ BS:- S:5 T:5 W:5 A:3 Ld:8 5+
Volatile: When this model dies roll a D6 and on a 4+ models within 6" take D3 Mortal wounds.
Haruspex:
M:8" WS:2+ BS:4+(*) S:8 T:7 W:17 A:8 Ld:7 4+
Rapacious Hunger: On a turn that the Haruspex made a charge/d/heroic you may reroll the hit rolls, and for every model slain you may regain 1W up to 6W each player turn.
Fast Attack:
Gargoyles:
M: 14" WS:4+ BS:4+ S:3 T:3 W:1 A:1 Ld:6 7+
Hail of ammo replaced with Winged assault: May use the Fleshborers as Assault 2, or Pistol 1.
Raveners: (New kit here with Red Terror upgrade?)
M:14" WS:3+ BS:4+ S:5 T:5 W:6 A:6 Ld:7 5+
Frenzied Assault: You may reroll wound rolls when Raveners charge/d/heroic.
Red Terror:
M:14" WS:2+ BS:- S:6 T:4 W:7 A:7 Ld:7 4+
Swallow Whole: At the end of fight fight if the Red Terror wounded a model but didn't kill roll a D6. If higher then the remaining wounds the model is slain and the Red Terror Gains that many wounds back.
Mucolid Spore:
M:6" WS:- BS:- S:1 T:2 W:6 A:- Ld:- 7+
Living Bomb: WORDS
Spore Mines:
M:5" WS:- BS:- S:1 T:1 W:1 A:- Ld:-
Heavy Support:
Exocrine:
M:6" WS:5+ BS:3+ S:6 T:8 W:16 A:4 Ld:7 2+
Symbiotic Targeting: If this model was stationary it adds +1D.
Tyrannofex:
M:6" WS:4+ BS:3+ S:7 T:8 W:17 A:5 Ld:7 2+
Biotank: If this model is equipped with Acid Spray or FLESHBORER HIVE!!!!! It may advance and shoot with Heavy and no penalty to hit. If it has a Rupture Cannon instead it always counts as stationary.
Biovores:
M:5" WS:5+ BS:3+ S:4 T:5 W:5 A:2 Ld:7 3+
Spore Mine Launcher: You can choose to target units, or a point on the battlefield with this weapon. If you pick a unit roll 1D6 for each Biovore and on a 2-5+ it inflicts 1 Mortal wound and on a 6 it inflicts D3. If you pick a point on the battlefield, do not roll to hit, but instead place 1 Spore Mine for each Biovore in the unit, these mines may not move, be moved, or charge this turn.
Toxicrene:
M:10" WS:3+ BS:4+ S:7 T:7 W:14 A:8 Ld:7 5+
Hypertoxic Miasma: -1 to Hit, and roll a D6 at the end of each fight phase for each model in engagement range with the Toxicrene, on a 4+ that model suffers a Mortal Wound. If any models were slain this way the Toxicrene gains the REGENERATION keyword.
No not there!: Infantry units wishing to fall back from the Toxicrene must first roll a Ld on 2D6 if no models were slain, or 3D6 on any unit that lost any models last phase fight.
Carnifex: (No more variants)
M: 8" WS:3+ BS:4+ S:7 T:7 W:13 A:5 Ld:7 3+
Living Battering Ram: +1 to Hit when Charge/d/Heroic and when this unit finishes a charge add D3 to the S and +1D.
Mawloc:
M:9" WS:3+ BS:4+ S:6 T:6 W:12 A:6 Ld:7 4+
Terror From the Deep: This model may be set up just over 3" but may not charge this turn. When you do so roll a dice for each unit within 3+D3" and on a 2-5 they suffer D3 Mortal wounds and on a 6 they suffer 3. If any damage is done to INFANTRY this way they suffer -1 to hit against the Mawloc until your next turn.
Trygon:
M:12" WS:3+ BS:4+ S:7 T:7 W:12 A:8 Ld:7 4+
Trygon Prime:
M:12" WS:2+ BS:3+ S:7 T:7 W:12 A:8 Ld:10 4+
Dedicated Transport:
Tyrannocyte:
M:5" WS:5+ BS:5+ S:6 T:6 W:18 A:3 Ld:5 7+
Transport Spore: Up to 20 wounds of non-monster models (ex. 1 Broodlord and 19 Genes, 4 Zoanthropess and 1 Neurothrope) or 1 Monster without FLY.
Flyers:
Harpy:
M:30" WS:4+ BS:3+ S:6 T:7 W:16 A:5 Ld:7 5+
Sonic Screech: When a Harpy finishes a charge move, select one non Vehicle unit within 3" and it is not eligible to fight until all other units have done so.
Spore Mine Cysts: -1 to Hit against shooting attacks. If you move over a unit with the Harpy you may select to drop spore mines on it. If you do so roll 3D6. On a 2-5+ it inflicts one Mortal Wound and on a 6 it does 3 for each dice rolled.
Hive Crone:
M:30" WS:4+ BS:3+ S:6 T:7 W:16 A:6 Ld:7 5+
Fortifications:
Sporocyst:
M:- WS:5+ BS:4+ S:6 T:8 W:14 A:6 Ld:7 2+
Bio Fortress: This unit can never move, but may always shoot all of its weapons regardless if anything is in engagement range or not. They do not have to target the unit in engagement range.
Psychic Resonator: 6++ and boosts all Synapse within 12" by 6".
Weapons
Some weapons have strength User, this will be represented by a U.
Acid Maw: S:U AP:-4 D:2 At the end of any phase any models were killed as a result of this weapon this model gains 1W.
Biostatic Rattle: S:* AP:* D:* If a hit is successful the target model must reroll successful unmodified hits of 6+ to hit in melee.
Blinding Venom: S:U AP:- D:1 If any models are hit by a unit with this in melee they have -1 to hit the next time they fight. This lasts until the end of the phase.
Bone Mace: S:8 AP:-2 D:D3
Bone Sabres: S:U AP:-3 D:3 Invulnerable Saves must be rerolled against these weapons.
Boneswords: S:U AP:-2 D:2 If 1 pair is taken add +1A, if two pairs add +2A.
Claws and Teeth: S:U AP:- D:1
Crushing Claws: S:x2 AP:-3 D:3 -1 To hit in melee
Grasping Talons: S:U AP:-2 D:2
Lashwhip and Bonesword: S:U AP:-2 D:2 At the start of the fight phase pick 1 model within engagement range of this model. That model is not eligible to fight until all others have done so.
Giant Lashwhip and Monstrous Bonesword: S:+1 AP:-3 D:3 At the start of the fight phase pick 1 model within engagement range of this model. That model is not eligible to fight until all others have done so.
Monstrous Acid Maw: S:U AP:-4 D:D3+3 At the end of any phase any models were killed as a result of this weapon this model gains D3W.
Monstrous Boneswords: S:+1 AP:-3 D:3 If 1 pair is taken add +1A, if two pairs add +2A.
Massive Crushing Claws: S:x2 AP:-4 D:6
Monstrous Crushing Claws: S:x2 AP:-3 D:D3+3
Monstrous Rending Claws: S:U AP:-3 D:D3 Any unmodified wound rolls of 6 are at -6AP and 3D.
Massive Scything Talons: S:+2 AP:-3 D:D3+3 You may reroll hits of 1 in melee.
Monstrous Scything Talons: S:+1 AP:-3 D:D6 You may reroll hits of 1 in melee.
Massive Toxic Lashes: S:U AP:-2 D:2 You can reroll all fail wound rolls with this weapon. Additionally, select 1 model in engagement range and that model must fight last.
Powerful Limbs: S:U AP:-1 D:2
Prehensile Pincer Tail: S:U AP:-1 D:2
Ravenous Maw: S:U AP:-2 D:2 Make 3 hits for each A instead of 1.
Rending Claws:S:U AP:-1 D:1 On an unmodified roll of 6+ this attack increases to -4AP and 2D
Shovelling Claws: S:x2 AP:-3 D:3+3
Scything Talons: S:U AP:- D:1 You may reroll 1's to hit in melee.
Scything Wings: S:U AP:-2 D:2 You may reroll 1's to hit in melee.
Thresher Scythe: S:U AP:-1 D:D3 Make 2 hits for this tail weapon.
Toxic Lashes: S:U AP:-1 D:D3 You may reroll to wound with this weapon. Additionally select one enemy model in engagement range each fight phase, that model must fight last.
Toxinspike: S:U AP:- D:D3 Unless targeting a vehicle 2+ to wound.
Wicked Spur: S:+2 AP:-3 D:3+3 Each time the bearer fights it may only make 1A (additional to profile) and this hits on 3+ (increased to 2+ against FLY) If any aircraft are destroyed by this, you may select it to crash and burn automatically.
Ranged Weapons
Acid Spray: 18" Assault 2D6 S:U AP:-2 D:2
Barbed Strangler: 36" Assault D6 S:5 AP:- D:2 Blast
Bio Electric Pulse: 12" Assault 12 S:5 AP: D:
Bio Electric Pulse with Containment Spines: 12" Assault 18 S:5 AP:- D:1 Unmodified 6 to wound against VEHICLE causes 1 Mortal wound instead of normal damage. (You have to say this name every time you use it.)
Bio-Plasma: 12" Assault 3 S:7 AP:-3 D:2
Bio-Plasmic Cannon: 36" Heavy 12 S:8 AP:-3 D:3
Bio-Plasmic Scream: 12" Assault 3 S:7 AP:-3 D:2
Choking Spores: 12" Assault D6 S:U AP:- D:1 Blast Unmodified wound roll of 6 against INFANTRY causes 1 Mortal Wound instead of normal damage.
Deathspitter: 24" Assault 3 S:5 AP:-1 D:2
Deathspitter with Slimer Maggots: 30" Assault 6 S:7 AP:-2 D:2
Devourer: 18" Assault 3 S:4 AP:- D:1
Devourer with Brainleech Worms: 18" Assault 12 S:6 AP:- D:1
Drool Cannon: 12" Assault 2D6 S:U AP:-1 D:2
Flamespurt: 12" Assault D6 S:5 AP:-1 D:1 Unmodified wound of 6+ against INFANTRY causes a Mortal Wound instead of normal damage.
Flesh Hooks: 6" Assault 2 S:U AP:- D:1
Fleshborer: 12" Assault 1 S:4 AP:- D:1
Fleshborer Hive: 18" S:6 AP:- D:1
Grasping Tongue: 9" S:U AP:-4 D:* Do not roll damage. Instead roll a D6 and if you roll higher than the remaining wounds the model is slain and the Haruspex gains back D3 Wounds.
Heavy Venom Cannon: 36" S:9 AP:-2 D:3
Impaler Cannon: 36" S:8 AP:-2 D:2 Ignore Cover
Massive Toxic Lashes: 12" S:U AP:-2 D:2 Reroll wound rolls.
Rupture Cannon: 48" Heavy 6 S:10 AP:-3 D:D3+3
Shockcannon: Assault 36" S:8 AP:-1 D:2 Unmodified wound roll of 4+ inflicts 1 Mortal wound, and 6+ inflicts D3 Mortal Wounds in addition to normal damage. If a Flyer is killed by this weapon you may choose to make it crash and burn automatically.
Spine Banks: Assault 6 12" S:U AP:- D:1
Spinefists: 12" S:3 AP:- D:1
Spinemaw: Assault 12 S:2 AP:- D:1
Spore Mine Launcher: S:* AP:* D:* Spore Mines the same in terms of function, but no actions, never give up VP.
Stinger Salvo: 18" S:5 AP:- D:1
Stranglethorn Cannon: 36" S:7 AP:-1 D:2 Blast
Tentaclids: 24" Assault 4 S:* AP:* D:* Unmodified wound roll of 4+ inflicts 1 Mortal Wound instead of normal damage. If a Flyer is killed by this weapon you may choose to make it crash and burn automatically.
Toxic Lashes: S:U AP:- D:1 Reroll Wound rolls.
Venom Cannon: 36" Assault 3 S:8 AP:-2 D:2
Biomorphs
Adrenal Glands: +1" when this model moves (including advance) or charges.
Toxin Sacs: 4+ to wound for Infantry, Beasts and Swarms. +1D on 4+ to wound for Monsters and Monstrous Beasts.
Hive Fleet Adaptations
Behemoth: Hyper Aggression
Reroll Charge roll. If the unit is under Synapse and successfully charges 7+" it increases the S by 1 until end of the fight phase.
Leviathan: Synaptic Imperative
The range of all Synapse is increased by 6". If a model is under Synapse and dies on a 4+ you may shoot or attack with that model.
Gorgon: Adaptive Toxins
Reroll 1 to Wound in the Shooting or Fight phase. If the unit is under Synapse when they fight and have the Toxin Sacs Biomorph they may reroll to Wound against CORE.
Jormungandr: Tunnel Networks
+2" movement. If the unit is under Synapse they Light and Heavy Cover.
Hydra: Swarming Instincts
If you outnumber the opponent they are -1 to hit and you may reroll hits in melee.
Kronos: Bio-barrage
Reroll 1's to hit in the Shooting Phase. +1 to Deny the Witch and Shadows in the Warp.
Hive Mind Discipline
Dominion:
WC 7 12" Pick one unit under Synapse and do not remove that model from the table until the end of the Morale Phase even if it has 0W remaining.
Catalyst:
WC 6 12" Pick one unit under Synapse and each time that unit loses a wound on the roll of 5+ it is ignored.
Onslaught:
WC 6 12" Pick one unit under Synapse and it counts as stationary for all purposes of shooting. In addition you may Advance and Charge with this unit.
Paroxysm:
WC 7 18" Pick one enemy unit in line of sight, it is not eligible to fight until last.
Psychic Scream:
WC 6 18" Pick one enemy unit within 18" and line of sight. If manifested it inflicts D3 Mortal wounds. If the model was a psyker and wounded roll a D6. On 1-3 the model loses 1 power for the rest of the game, on a 4+ it takes an additional Mortal Wound.
Hive Fleet Psychic Powers
Behemoth: Unstoppable Hunger
WC 7 12" Pick a friendly Behemoth unit under Synapse and add +1 to Wound rolls in melee until the start of your next Command Phase.
Kraken: Tendrils Embrace
WC 6 12" Pick a friendly Kraken unit under Synapse. That unit may reroll charge rolls.
Leviathan: Sensory Override
WC 6 12" Pick a friendly Leviathan unit under Synapse. This unit gets a 6++ until the start of your next Command Phase.
Gorgon: Poisonous Influence
WC 6 12" Pick a friendly Gorgon unit under Synapse. This unit gains +1D if they have Toxin Sacs.
Jormungandr: Lurking Maws
WC 7 18" Pick a friendly Jormungandr unit under Synapse. If this unit charges a unit in cover they lose the "Defend" ability, Heavy Cover, and can't use the interrupt stratagem.
Hydra: Death Shriek
WC 5 12" Pick a friendly Hydra unit under Synapse. If this unit dies enemy models within 6" suffer 1 Mortal Wound on the roll of a 4+.
Kronos: Symbiostorm
WC 7 18" Pick a friendly Kronos unit under Synapse. When this unit makes any attacks with a ranged weapon on an unmodified roll of a 6+ it hits 1 additional time.
Prototype Organisms
Scythes of Tyran:
S:+1 AP:-3 D:4
In addition to the normal rules of 1 pair of Scything talons gain the following ability: On the unmodified roll of a 6 in melee this unit hits 1 additional time.
Ymgarl Factor:
At the start of each battle round pick either +1 S, T or A or -1AP. You may not select the same two consecutive battle rounds.
Reaper of Obliterax:
S:+2 AP:-3 D:3 In addition to the normal rules for Giant Lashwhip and Monstrous Boneswords add the following: On the unmodified roll of 6+ this weapon does 2xD.
Chameleonic Mutation:
-1 to hit. This is non reductable
Hyper-Adaptive Biology:
-1D and Regenerate D3 wounds at the start of each Command Phase.
Slayer Sabres:
S:+2 AP:-3 D:4 In addition to the normal rules for BONESWORDS add the following: If any wounds are inflicted by this weapon but the model is not slain roll a D6. If you roll higher than the remaining wounds the model is slain.
Balethorn Cannon:
36" Assault 3 S:7 AP:-2 D:2 Invulnerable saves must be rerolled if any wounds are inflicted.
Maw-Claws of Thyrax:
S:+1 AP:-2 D:2 On the unmodified roll of 6+ this weapon does AP-4 and 3D. If any models are slain from this weapon you may reroll 1 wound roll each phase.
Norn Crown:
24" Synapse (2+) and reroll 1's in psychic phase
Miasma Cannon:
36" Assault 3 S:9 AP:-3 D:3 On the unmodified wound roll of 6+ this weapon inflicts 1 Mortal Wound in addition to any other damage. If this weapon is within 12" it hits automatically.
Infrasonic Roar:
Monsters only -3 Ld and -1 to Attrition tests within 6"
Resonance Barb:
Xenogenic Acid:
The Venomthorn Parasite:
Pathogenesis:
Arachnacyte Gland:
Warlord Traits
Alien Cunning:
Redeploy Warlord and D3 units
Heightened Senses:
Warlord ignores any modifiers on him or any model attacked by it. (+1 save for being in cover, or -1 to hit etc.)
Synaptic Lynchpin:
24" Synapse (2) All units under this models Synapse may heroically intervene at 6"
Mind Eater:
If any enemy Characters are killed by this model gain 1CP (cumulative with other sources) and for the rest of the game gain the following ability: 6" Aura of Objective Secured. If already counts as 2x.
Instictive Killer:
Before the battle begins select one unit of the enemies army and you may reroll wound rolls against that unit until the end of the game.
Adaptive Biology:
-1D and Regenerate (D3)
Hive Fleet Warlord Traits
Behemoth: Monstrous Hunger
Unmodified 6+ to wound inflicts 1 additional damage.
Kraken: One Step Ahead
At the start of each fight phase you may pick one model within 3" of this Warlord and that model is not eligible to fight until last.
Leviathan: Perfectly Adapted
You may reroll a single hit, wound, damage, or failed save per turn (Can not be done on 3++)
Gorgon: Lethal Miasma
-1 to Hit in Melee and at the end of the fight phase on a 6+ each model within 2" suffers 1 Mortal Wound.
Jormungandr: Insidious Threat
Aura: 6" Ignore Cover
Hydra: Endless Regeneration
Regeneration (1) and roll a D6 for each lost wound and on a 5+ that wound is regained (up to 6 per turn.)
Kronos: Soul Hunger
Once per psychic phase you may choose to automatically Deny the Witch against 1 power. This does not need to target the Warlord but it must be under SYNAPSE.
Secondary Objectives
1. Devour: At the end of your Command phase you may Devour an objective in the opponents deployment zone, if you do so you gain 6 points. You may only do this twice for a total of 12 points.
2. Psychic Choir: Successfully manifest and/or Deny 3 Psychic powers a round for 3 points.
3. Om nom Knowledge: 3 points for each enemy character killed, 4 points if in melee.
4. Planetary Preparation: Score 2 points if at the end of your turn you have one unit in 3 quarters. 3 if you have a unit in each quarter.
5. Orchestra of Destruction: Score 3 points if you manage to kill a unit in 3 different phases. 4 points if you can do 4.
6. Healthy Diet: Score 10 points at the end of the game if you managed to consume 10W+ worth of models.
Stratagems
Psychic Barrage:
1CP Caustic Blood: At the start of the fight phase pick a CORE unit and everytime a model in that unit loses a wound (after any negating damage is applied) roll a D6 and on an unmodified 6+ the unit that caused the damage suffers 1 Mortal Wound.
2CP Rapid Regeneration: At the start of the Movement Phase pick one CORE unit and roll a D3. The unit REGENERATES that many lost Wounds.
1CP Scorch Bugs: Select one CORE unit that has the LIVING AMMUNITION rule and until the end of the phase you may add +1 to wound.
0CP Feeder Tendrils: +1 CP if character killed by WhodouCTHULU model
1CP Implant Attack: At the end of the Fight Phase if any model lost any wounds by this unit but not slain roll a D6. On a 2+ that unit suffers 1 Mortal Wound.
1CP Bounty of the Hive Fleet: You may exchange 1CP for 1 relic, no cap.
2CP Metabolic Overdrive: Immediately after you move one CORE unit you may move it again. If you move normally roll a D6 for each model and of a 1 that model suffers 1 Mortal Wound. If you advance this number is on a 1-3.
2CP Single-Minded Annihilation: At the End of the shooting phase select one CORE infantry unit, it may shoot again.
1CP Grisly Feast: Select one FEEDER CORE unit at the start of the enemies morale phase that killed a model in the fight phase, and subtract 2 from their Leadership. Also add +1 to all attrition tests.
2CP Pathogenic Slime: At the start of your shooting phase select one CORE MONSTER unit and add +1D until the end of the phase.
Sporefield: 2 CP: After deployment but before the start of the game you may setup up to 3 units of Spore Mines (3) anywhere that is more than 9" from the enemies deployment.
Invisible Hunter: 1CP Select one LICTOR unit. It may fall back and charge or advance and charge. No Overwatch.
1CP Powers of the Hive Mind: At the end of your psychic phase select one TYRANID PSYKER from your army and it may manifest an additional power.
Pheromone Trail:
Death Frenzy:
Overrun:
Voracious Appetite:
Death Throes:
Call the Brood:
Adrenaline Surge:
Digestive Denial:
Progeny of the Hive Mind:
Grasping Tendrils:
Symbiotic Devastation:
Surprise Ambush:
Feral Instincts:
(Haruspex one):
Unexpected Incursion:
Savage Distraction:
Hive Instinct:
Encephalic Diffusion:
Aggresive Adaptation:
Synaptic Channeling:
Psychic Fissure:
Hunters Drive:
The Enemy Below:
Brute Force:
War On All Fronts:
The Deepest Shadow:
Hyper-Toxicity:
Endless Swarm:
Opportunistic Advance:
Painting GSC taking up time but glad to see more input.
I wonder, how close can we get with some of what is coming our way? I don't want to go right down the rabbit hole with making stuff up, but will try to adjust to what trends seem to be common using the plethora (now) of 9th codices and some HEAVY influence. Let's have some fun.
Synapse Synapse range is 12". If you are under Synapse from 1 source you gain 6+++, if you are under 2 sources +1A, if 3+ reroll 1's to wound.
Instinctive Behaviour If a unit is not under Synapse it suffers -1 to hit unless shooting the closest target and if it multicharges it suffers -2".
Shadows in the Warp If you are within 18" of a Synapse subtract 1 from the psychic test. If you are within 18" of 2 different units of Synapse you perils on the roll of any double. If you are within 18" of 3+ different Synapse units you subtract 6" from the range of all enemy psychic powers.
Orchestra of War Tyanids use Synapse as a form of enhancing individuals, this is represented by CORE keyword. Anything with LIVING BOMB keyword will never benefit from rules that affect CORE.
Units
HQ:
Broodlord:
M:8" WS:2+ BS:- S:5 T:5 W:8 A:6 Ld:10 5+
Lightning Reflexes: 5++ and +1" charge.
Hive Tyrant:
M:9"/16" WS:2+ BS:3+ S:7 T:7 W:14 A:5 Ld:10 3+
Warp Field: 4++
Commanding Presence: At the start of your Command Phase you may pick 1 TYRANID unit and it may move an additional 3"
Swarmlord:
M:9" WS:2+ BS:2+ S:8 T:7 W:16 A:8 Ld:10 2+
2x Bone Sabres: S:U AP-3 D:3 "Invulnerable saves must be rerolled against these weapons."
Blade Parry: 4++ and reduce damage by 1 in melee to a minimum of 1.
Hive Commander: In the Shooting phase you may instead of shooting move a unit again, it may not advance and can not be used on anything with LIVING BOMB keyword.
Will of Hive Mind: Once per player turn the Swarmlord may pick one unit out of Synapse (24") and apply synapse (1) to that unit until the start of your next Command Phase.
Tyranid Prime:
M:7" WS:2+ BS:3+ S:5 T:5 W:7 A:4 Ld:10 4+
Synaptic Node: 5++
Alpha Warrior: Warriors add 1 to hit and wound when within 3" of a Prime.
Tervigon:
M:8" WS:4+ BS:3+ S:6 T:8 W:17 A:3 Ld:10 5+
Brood Progenitor: 5++ and Termagants under Synapse of a Tervigon may shoot again at the end of the shooting phase, but must target the same unit. She may "overcharge" the Gants adding +1 S and -1AP, if you do so roll a D6 for each Gant. For each unmodified 1, one model is slain.
SpAwN tErMaGaNts: At the start of your command phase you may replenish 1 Gant unit up to 2D6 Gants (3D6 if you Overcharge for 1 Mortal) These may be whatever type of Termagant was allocated to the Tervigon (Just pay difference per unit, so if you pay for 15:15 you never can break that ratio.)
Neurothrope:
M:5" WS:5+ BS:3+ S:4 T:4 W:6 A:1 Ld:10 7+
Spirit Leech: When a model loses a wound from the Neurothrope a ZOANTHROPE unit within 6" may heal 1 wound.
Warp Field: 3++
Warp Siphon: same, as well as if a psychic power is denied by the Neurothrope it may add 6" to the range of the powers and Synapse next turn.
Old One Eye:
M:8" WS:3+ BS:5+ S:9 T:7 W:9(*) A:7 Ld:7 4+
Immortal Battering Ram: D3 Mortal Wounds on 2+. The first time this model dies on a 2+ it comes back with D6W at the end of the phase.
Troops:
Tyranid Warriors:
M:7" WS:3+ BS:4+ S:4 T:4 W:5 A:4 Ld:9 5+
Synaptic Node: 5++
GENESTEALERS:
M:8" WS:3+ BS:- S:4 T:4 W:1 A:4 Ld:10 6+
Lightning Reflex: 5++ and may add 1" to charge.
Termagants:
M:7" WS:5+ BS:4+ S:2+ T:3+ W:1 A:1 Ld:5 7+
Hormagaunts:
M:9" WS:4+ BS:- S:4 T:3 W:1 A:3 Ld:5 7+
Bounding Leap: Same, as well as may charge over models as if they had FLY
Rippers:
M:6" WS:5+ BS:6+ S:2 T:2 W:5 A:5 Ld:4 7+
Burrowers: Same, if this unit arrives from reserves it has -1 to hit from shooting until it moves.
Elites:
TyRaNt GuArD:
M:7" WS:2+ BS:- S:6 T:6 W:6 A:5 Ld:8 2+
Automated Guardian: If a HIVE TYRANT is within 3" of a Tyrant Guard treat these models as if they were from the same datasheet as the Hive Tyrant in regards to wounds. Saves may be rolled on either profile, but only 1 picked per phase, unless damage would have been lost due to overkill.
Shield wall: If this unit is within 3" of a HIVE TYRANT without wings when it moves, it may add 3" to its move.
Hive Guard:
M:5" WS:5+ BS:3+ S:4 T:6 W:4 A:2 Ld:7 4+
Lictor: (New 3 pack with Deathleaper option when Codex drops.)
M:9" WS:2+ BS:4+ S:6 T:5 W:5 A:6 Ld:8 7+
Chameleonic Skin: 5++
Hidden Hunter: Deep Strike and/or Scout.
Deathleaper:
M:10" WS:2+ BS:3+ S:7 T:5 W:7 A:7 Ld:9 7+
Superior Chameleonic Skin: 4++ and -1 to hit at 12"+
It's After Me!: Reroll to hit and wound against CHARACTERS.
From the Shadows!: Deathleaper may deepstrike as well as any turn that it has not arrived from reserves may return to reserves arriving from deepstrike next turn.
Zoanthropes:
M:5" WS:- BS:2+ S:3 T:4 W:4 A:- Ld:9 7+
Warp Field: 3++
Warp Blast: Increase Mortal Wounds psychic range by 6"
Maleceptor:
M:8" WS:3+ BS:4+ S:7 T:7 W:14 A:5 Ld:10 5+
Psychic Monstrosity: At the end of each psychic phase this model may cast smite on the closest eligible enemy with a 7+ roll regardless of how high smite charge is.
Psychic Barrier: 4++ and if the Maleceptor kills any models from Psychic Monstrosity it gains D6 wounds back.
Venomthropes:
M:7" WS:3+ BS:- S:5 T:5 W:4 A:4 Ld:8 5+
Toxic Miasma: After you pile in but before you attack with the Venomthropes roll a D6 for each model engaged, and on a 5+ that model suffers a Mortal Wound.
Shrouding Spores: Light and Heavy Cover to units within 6"
Pyrovores:
M:7" WS:3+ BS:- S:5 T:5 W:5 A:3 Ld:8 5+
Volatile: When this model dies roll a D6 and on a 4+ models within 6" take D3 Mortal wounds.
Haruspex:
M:8" WS:2+ BS:4+(*) S:8 T:7 W:17 A:8 Ld:7 4+
Rapacious Hunger: On a turn that the Haruspex made a charge/d/heroic you may reroll the hit rolls, and for every model slain you may regain 1W up to 6W each player turn.
Fast Attack:
Gargoyles:
M: 14" WS:4+ BS:4+ S:3 T:3 W:1 A:1 Ld:6 7+
Hail of ammo replaced with Winged assault: May use the Fleshborers as Assault 2, or Pistol 1.
Raveners: (New kit here with Red Terror upgrade?)
M:14" WS:3+ BS:4+ S:5 T:5 W:6 A:6 Ld:7 5+
Frenzied Assault: You may reroll wound rolls when Raveners charge/d/heroic.
Red Terror:
M:14" WS:2+ BS:- S:6 T:4 W:7 A:7 Ld:7 4+
Swallow Whole: At the end of fight fight if the Red Terror wounded a model but didn't kill roll a D6. If higher then the remaining wounds the model is slain and the Red Terror Gains that many wounds back.
Mucolid Spore:
M:6" WS:- BS:- S:1 T:2 W:6 A:- Ld:- 7+
Living Bomb: WORDS
Spore Mines:
M:5" WS:- BS:- S:1 T:1 W:1 A:- Ld:-
Heavy Support:
Exocrine:
M:6" WS:5+ BS:3+ S:6 T:8 W:16 A:4 Ld:7 2+
Symbiotic Targeting: If this model was stationary it adds +1D.
Tyrannofex:
M:6" WS:4+ BS:3+ S:7 T:8 W:17 A:5 Ld:7 2+
Biotank: If this model is equipped with Acid Spray or FLESHBORER HIVE!!!!! It may advance and shoot with Heavy and no penalty to hit. If it has a Rupture Cannon instead it always counts as stationary.
Biovores:
M:5" WS:5+ BS:3+ S:4 T:5 W:5 A:2 Ld:7 3+
Spore Mine Launcher: You can choose to target units, or a point on the battlefield with this weapon. If you pick a unit roll 1D6 for each Biovore and on a 2-5+ it inflicts 1 Mortal wound and on a 6 it inflicts D3. If you pick a point on the battlefield, do not roll to hit, but instead place 1 Spore Mine for each Biovore in the unit, these mines may not move, be moved, or charge this turn.
Toxicrene:
M:10" WS:3+ BS:4+ S:7 T:7 W:14 A:8 Ld:7 5+
Hypertoxic Miasma: -1 to Hit, and roll a D6 at the end of each fight phase for each model in engagement range with the Toxicrene, on a 4+ that model suffers a Mortal Wound. If any models were slain this way the Toxicrene gains the REGENERATION keyword.
No not there!: Infantry units wishing to fall back from the Toxicrene must first roll a Ld on 2D6 if no models were slain, or 3D6 on any unit that lost any models last phase fight.
Carnifex: (No more variants)
M: 8" WS:3+ BS:4+ S:7 T:7 W:13 A:5 Ld:7 3+
Living Battering Ram: +1 to Hit when Charge/d/Heroic and when this unit finishes a charge add D3 to the S and +1D.
Mawloc:
M:9" WS:3+ BS:4+ S:6 T:6 W:12 A:6 Ld:7 4+
Terror From the Deep: This model may be set up just over 3" but may not charge this turn. When you do so roll a dice for each unit within 3+D3" and on a 2-5 they suffer D3 Mortal wounds and on a 6 they suffer 3. If any damage is done to INFANTRY this way they suffer -1 to hit against the Mawloc until your next turn.
Trygon:
M:12" WS:3+ BS:4+ S:7 T:7 W:12 A:8 Ld:7 4+
Trygon Prime:
M:12" WS:2+ BS:3+ S:7 T:7 W:12 A:8 Ld:10 4+
Dedicated Transport:
Tyrannocyte:
M:5" WS:5+ BS:5+ S:6 T:6 W:18 A:3 Ld:5 7+
Transport Spore: Up to 20 wounds of non-monster models (ex. 1 Broodlord and 19 Genes, 4 Zoanthropess and 1 Neurothrope) or 1 Monster without FLY.
Flyers:
Harpy:
M:30" WS:4+ BS:3+ S:6 T:7 W:16 A:5 Ld:7 5+
Sonic Screech: When a Harpy finishes a charge move, select one non Vehicle unit within 3" and it is not eligible to fight until all other units have done so.
Spore Mine Cysts: -1 to Hit against shooting attacks. If you move over a unit with the Harpy you may select to drop spore mines on it. If you do so roll 3D6. On a 2-5+ it inflicts one Mortal Wound and on a 6 it does 3 for each dice rolled.
Hive Crone:
M:30" WS:4+ BS:3+ S:6 T:7 W:16 A:6 Ld:7 5+
Fortifications:
Sporocyst:
M:- WS:5+ BS:4+ S:6 T:8 W:14 A:6 Ld:7 2+
Bio Fortress: This unit can never move, but may always shoot all of its weapons regardless if anything is in engagement range or not. They do not have to target the unit in engagement range.
Psychic Resonator: 6++ and boosts all Synapse within 12" by 6".
Weapons
Some weapons have strength User, this will be represented by a U.
Acid Maw: S:U AP:-4 D:2 At the end of any phase any models were killed as a result of this weapon this model gains 1W.
Biostatic Rattle: S:* AP:* D:* If a hit is successful the target model must reroll successful unmodified hits of 6+ to hit in melee.
Blinding Venom: S:U AP:- D:1 If any models are hit by a unit with this in melee they have -1 to hit the next time they fight. This lasts until the end of the phase.
Bone Mace: S:8 AP:-2 D:D3
Bone Sabres: S:U AP:-3 D:3 Invulnerable Saves must be rerolled against these weapons.
Boneswords: S:U AP:-2 D:2 If 1 pair is taken add +1A, if two pairs add +2A.
Claws and Teeth: S:U AP:- D:1
Crushing Claws: S:x2 AP:-3 D:3 -1 To hit in melee
Grasping Talons: S:U AP:-2 D:2
Lashwhip and Bonesword: S:U AP:-2 D:2 At the start of the fight phase pick 1 model within engagement range of this model. That model is not eligible to fight until all others have done so.
Giant Lashwhip and Monstrous Bonesword: S:+1 AP:-3 D:3 At the start of the fight phase pick 1 model within engagement range of this model. That model is not eligible to fight until all others have done so.
Monstrous Acid Maw: S:U AP:-4 D:D3+3 At the end of any phase any models were killed as a result of this weapon this model gains D3W.
Monstrous Boneswords: S:+1 AP:-3 D:3 If 1 pair is taken add +1A, if two pairs add +2A.
Massive Crushing Claws: S:x2 AP:-4 D:6
Monstrous Crushing Claws: S:x2 AP:-3 D:D3+3
Monstrous Rending Claws: S:U AP:-3 D:D3 Any unmodified wound rolls of 6 are at -6AP and 3D.
Massive Scything Talons: S:+2 AP:-3 D:D3+3 You may reroll hits of 1 in melee.
Monstrous Scything Talons: S:+1 AP:-3 D:D6 You may reroll hits of 1 in melee.
Massive Toxic Lashes: S:U AP:-2 D:2 You can reroll all fail wound rolls with this weapon. Additionally, select 1 model in engagement range and that model must fight last.
Powerful Limbs: S:U AP:-1 D:2
Prehensile Pincer Tail: S:U AP:-1 D:2
Ravenous Maw: S:U AP:-2 D:2 Make 3 hits for each A instead of 1.
Rending Claws:S:U AP:-1 D:1 On an unmodified roll of 6+ this attack increases to -4AP and 2D
Shovelling Claws: S:x2 AP:-3 D:3+3
Scything Talons: S:U AP:- D:1 You may reroll 1's to hit in melee.
Scything Wings: S:U AP:-2 D:2 You may reroll 1's to hit in melee.
Thresher Scythe: S:U AP:-1 D:D3 Make 2 hits for this tail weapon.
Toxic Lashes: S:U AP:-1 D:D3 You may reroll to wound with this weapon. Additionally select one enemy model in engagement range each fight phase, that model must fight last.
Toxinspike: S:U AP:- D:D3 Unless targeting a vehicle 2+ to wound.
Wicked Spur: S:+2 AP:-3 D:3+3 Each time the bearer fights it may only make 1A (additional to profile) and this hits on 3+ (increased to 2+ against FLY) If any aircraft are destroyed by this, you may select it to crash and burn automatically.
Ranged Weapons
Acid Spray: 18" Assault 2D6 S:U AP:-2 D:2
Barbed Strangler: 36" Assault D6 S:5 AP:- D:2 Blast
Bio Electric Pulse: 12" Assault 12 S:5 AP: D:
Bio Electric Pulse with Containment Spines: 12" Assault 18 S:5 AP:- D:1 Unmodified 6 to wound against VEHICLE causes 1 Mortal wound instead of normal damage. (You have to say this name every time you use it.)
Bio-Plasma: 12" Assault 3 S:7 AP:-3 D:2
Bio-Plasmic Cannon: 36" Heavy 12 S:8 AP:-3 D:3
Bio-Plasmic Scream: 12" Assault 3 S:7 AP:-3 D:2
Choking Spores: 12" Assault D6 S:U AP:- D:1 Blast Unmodified wound roll of 6 against INFANTRY causes 1 Mortal Wound instead of normal damage.
Deathspitter: 24" Assault 3 S:5 AP:-1 D:2
Deathspitter with Slimer Maggots: 30" Assault 6 S:7 AP:-2 D:2
Devourer: 18" Assault 3 S:4 AP:- D:1
Devourer with Brainleech Worms: 18" Assault 12 S:6 AP:- D:1
Drool Cannon: 12" Assault 2D6 S:U AP:-1 D:2
Flamespurt: 12" Assault D6 S:5 AP:-1 D:1 Unmodified wound of 6+ against INFANTRY causes a Mortal Wound instead of normal damage.
Flesh Hooks: 6" Assault 2 S:U AP:- D:1
Fleshborer: 12" Assault 1 S:4 AP:- D:1
Fleshborer Hive: 18" S:6 AP:- D:1
Grasping Tongue: 9" S:U AP:-4 D:* Do not roll damage. Instead roll a D6 and if you roll higher than the remaining wounds the model is slain and the Haruspex gains back D3 Wounds.
Heavy Venom Cannon: 36" S:9 AP:-2 D:3
Impaler Cannon: 36" S:8 AP:-2 D:2 Ignore Cover
Massive Toxic Lashes: 12" S:U AP:-2 D:2 Reroll wound rolls.
Rupture Cannon: 48" Heavy 6 S:10 AP:-3 D:D3+3
Shockcannon: Assault 36" S:8 AP:-1 D:2 Unmodified wound roll of 4+ inflicts 1 Mortal wound, and 6+ inflicts D3 Mortal Wounds in addition to normal damage. If a Flyer is killed by this weapon you may choose to make it crash and burn automatically.
Spine Banks: Assault 6 12" S:U AP:- D:1
Spinefists: 12" S:3 AP:- D:1
Spinemaw: Assault 12 S:2 AP:- D:1
Spore Mine Launcher: S:* AP:* D:* Spore Mines the same in terms of function, but no actions, never give up VP.
Stinger Salvo: 18" S:5 AP:- D:1
Stranglethorn Cannon: 36" S:7 AP:-1 D:2 Blast
Tentaclids: 24" Assault 4 S:* AP:* D:* Unmodified wound roll of 4+ inflicts 1 Mortal Wound instead of normal damage. If a Flyer is killed by this weapon you may choose to make it crash and burn automatically.
Toxic Lashes: S:U AP:- D:1 Reroll Wound rolls.
Venom Cannon: 36" Assault 3 S:8 AP:-2 D:2
Biomorphs
Adrenal Glands: +1" when this model moves (including advance) or charges.
Toxin Sacs: 4+ to wound for Infantry, Beasts and Swarms. +1D on 4+ to wound for Monsters and Monstrous Beasts.
Hive Fleet Adaptations
Behemoth: Hyper Aggression
Reroll Charge roll. If the unit is under Synapse and successfully charges 7+" it increases the S by 1 until end of the fight phase.
Leviathan: Synaptic Imperative
The range of all Synapse is increased by 6". If a model is under Synapse and dies on a 4+ you may shoot or attack with that model.
Gorgon: Adaptive Toxins
Reroll 1 to Wound in the Shooting or Fight phase. If the unit is under Synapse when they fight and have the Toxin Sacs Biomorph they may reroll to Wound against CORE.
Jormungandr: Tunnel Networks
+2" movement. If the unit is under Synapse they Light and Heavy Cover.
Hydra: Swarming Instincts
If you outnumber the opponent they are -1 to hit and you may reroll hits in melee.
Kronos: Bio-barrage
Reroll 1's to hit in the Shooting Phase. +1 to Deny the Witch and Shadows in the Warp.
Hive Mind Discipline
Dominion:
WC 7 12" Pick one unit under Synapse and do not remove that model from the table until the end of the Morale Phase even if it has 0W remaining.
Catalyst:
WC 6 12" Pick one unit under Synapse and each time that unit loses a wound on the roll of 5+ it is ignored.
Onslaught:
WC 6 12" Pick one unit under Synapse and it counts as stationary for all purposes of shooting. In addition you may Advance and Charge with this unit.
Paroxysm:
WC 7 18" Pick one enemy unit in line of sight, it is not eligible to fight until last.
Psychic Scream:
WC 6 18" Pick one enemy unit within 18" and line of sight. If manifested it inflicts D3 Mortal wounds. If the model was a psyker and wounded roll a D6. On 1-3 the model loses 1 power for the rest of the game, on a 4+ it takes an additional Mortal Wound.
Hive Fleet Psychic Powers
Behemoth: Unstoppable Hunger
WC 7 12" Pick a friendly Behemoth unit under Synapse and add +1 to Wound rolls in melee until the start of your next Command Phase.
Kraken: Tendrils Embrace
WC 6 12" Pick a friendly Kraken unit under Synapse. That unit may reroll charge rolls.
Leviathan: Sensory Override
WC 6 12" Pick a friendly Leviathan unit under Synapse. This unit gets a 6++ until the start of your next Command Phase.
Gorgon: Poisonous Influence
WC 6 12" Pick a friendly Gorgon unit under Synapse. This unit gains +1D if they have Toxin Sacs.
Jormungandr: Lurking Maws
WC 7 18" Pick a friendly Jormungandr unit under Synapse. If this unit charges a unit in cover they lose the "Defend" ability, Heavy Cover, and can't use the interrupt stratagem.
Hydra: Death Shriek
WC 5 12" Pick a friendly Hydra unit under Synapse. If this unit dies enemy models within 6" suffer 1 Mortal Wound on the roll of a 4+.
Kronos: Symbiostorm
WC 7 18" Pick a friendly Kronos unit under Synapse. When this unit makes any attacks with a ranged weapon on an unmodified roll of a 6+ it hits 1 additional time.
Prototype Organisms
Scythes of Tyran:
S:+1 AP:-3 D:4
In addition to the normal rules of 1 pair of Scything talons gain the following ability: On the unmodified roll of a 6 in melee this unit hits 1 additional time.
Ymgarl Factor:
At the start of each battle round pick either +1 S, T or A or -1AP. You may not select the same two consecutive battle rounds.
Reaper of Obliterax:
S:+2 AP:-3 D:3 In addition to the normal rules for Giant Lashwhip and Monstrous Boneswords add the following: On the unmodified roll of 6+ this weapon does 2xD.
Chameleonic Mutation:
-1 to hit. This is non reductable
Hyper-Adaptive Biology:
-1D and Regenerate D3 wounds at the start of each Command Phase.
Slayer Sabres:
S:+2 AP:-3 D:4 In addition to the normal rules for BONESWORDS add the following: If any wounds are inflicted by this weapon but the model is not slain roll a D6. If you roll higher than the remaining wounds the model is slain.
Balethorn Cannon:
36" Assault 3 S:7 AP:-2 D:2 Invulnerable saves must be rerolled if any wounds are inflicted.
Maw-Claws of Thyrax:
S:+1 AP:-2 D:2 On the unmodified roll of 6+ this weapon does AP-4 and 3D. If any models are slain from this weapon you may reroll 1 wound roll each phase.
Norn Crown:
24" Synapse (2+) and reroll 1's in psychic phase
Miasma Cannon:
36" Assault 3 S:9 AP:-3 D:3 On the unmodified wound roll of 6+ this weapon inflicts 1 Mortal Wound in addition to any other damage. If this weapon is within 12" it hits automatically.
Infrasonic Roar:
Monsters only -3 Ld and -1 to Attrition tests within 6"
Resonance Barb:
Xenogenic Acid:
The Venomthorn Parasite:
Pathogenesis:
Arachnacyte Gland:
Warlord Traits
Alien Cunning:
Redeploy Warlord and D3 units
Heightened Senses:
Warlord ignores any modifiers on him or any model attacked by it. (+1 save for being in cover, or -1 to hit etc.)
Synaptic Lynchpin:
24" Synapse (2) All units under this models Synapse may heroically intervene at 6"
Mind Eater:
If any enemy Characters are killed by this model gain 1CP (cumulative with other sources) and for the rest of the game gain the following ability: 6" Aura of Objective Secured. If already counts as 2x.
Instictive Killer:
Before the battle begins select one unit of the enemies army and you may reroll wound rolls against that unit until the end of the game.
Adaptive Biology:
-1D and Regenerate (D3)
Hive Fleet Warlord Traits
Behemoth: Monstrous Hunger
Unmodified 6+ to wound inflicts 1 additional damage.
Kraken: One Step Ahead
At the start of each fight phase you may pick one model within 3" of this Warlord and that model is not eligible to fight until last.
Leviathan: Perfectly Adapted
You may reroll a single hit, wound, damage, or failed save per turn (Can not be done on 3++)
Gorgon: Lethal Miasma
-1 to Hit in Melee and at the end of the fight phase on a 6+ each model within 2" suffers 1 Mortal Wound.
Jormungandr: Insidious Threat
Aura: 6" Ignore Cover
Hydra: Endless Regeneration
Regeneration (1) and roll a D6 for each lost wound and on a 5+ that wound is regained (up to 6 per turn.)
Kronos: Soul Hunger
Once per psychic phase you may choose to automatically Deny the Witch against 1 power. This does not need to target the Warlord but it must be under SYNAPSE.
Secondary Objectives
1. Devour: At the end of your Command phase you may Devour an objective in the opponents deployment zone, if you do so you gain 6 points. You may only do this twice for a total of 12 points.
2. Psychic Choir: Successfully manifest and/or Deny 3 Psychic powers a round for 3 points.
3. Om nom Knowledge: 3 points for each enemy character killed, 4 points if in melee.
4. Planetary Preparation: Score 2 points if at the end of your turn you have one unit in 3 quarters. 3 if you have a unit in each quarter.
5. Orchestra of Destruction: Score 3 points if you manage to kill a unit in 3 different phases. 4 points if you can do 4.
6. Healthy Diet: Score 10 points at the end of the game if you managed to consume 10W+ worth of models.
Stratagems
Psychic Barrage:
1CP Caustic Blood: At the start of the fight phase pick a CORE unit and everytime a model in that unit loses a wound (after any negating damage is applied) roll a D6 and on an unmodified 6+ the unit that caused the damage suffers 1 Mortal Wound.
2CP Rapid Regeneration: At the start of the Movement Phase pick one CORE unit and roll a D3. The unit REGENERATES that many lost Wounds.
1CP Scorch Bugs: Select one CORE unit that has the LIVING AMMUNITION rule and until the end of the phase you may add +1 to wound.
0CP Feeder Tendrils: +1 CP if character killed by WhodouCTHULU model
1CP Implant Attack: At the end of the Fight Phase if any model lost any wounds by this unit but not slain roll a D6. On a 2+ that unit suffers 1 Mortal Wound.
1CP Bounty of the Hive Fleet: You may exchange 1CP for 1 relic, no cap.
2CP Metabolic Overdrive: Immediately after you move one CORE unit you may move it again. If you move normally roll a D6 for each model and of a 1 that model suffers 1 Mortal Wound. If you advance this number is on a 1-3.
2CP Single-Minded Annihilation: At the End of the shooting phase select one CORE infantry unit, it may shoot again.
1CP Grisly Feast: Select one FEEDER CORE unit at the start of the enemies morale phase that killed a model in the fight phase, and subtract 2 from their Leadership. Also add +1 to all attrition tests.
2CP Pathogenic Slime: At the start of your shooting phase select one CORE MONSTER unit and add +1D until the end of the phase.
Sporefield: 2 CP: After deployment but before the start of the game you may setup up to 3 units of Spore Mines (3) anywhere that is more than 9" from the enemies deployment.
Invisible Hunter: 1CP Select one LICTOR unit. It may fall back and charge or advance and charge. No Overwatch.
1CP Powers of the Hive Mind: At the end of your psychic phase select one TYRANID PSYKER from your army and it may manifest an additional power.
Pheromone Trail:
Death Frenzy:
Overrun:
Voracious Appetite:
Death Throes:
Call the Brood:
Adrenaline Surge:
Digestive Denial:
Progeny of the Hive Mind:
Grasping Tendrils:
Symbiotic Devastation:
Surprise Ambush:
Feral Instincts:
(Haruspex one):
Unexpected Incursion:
Savage Distraction:
Hive Instinct:
Encephalic Diffusion:
Aggresive Adaptation:
Synaptic Channeling:
Psychic Fissure:
Hunters Drive:
The Enemy Below:
Brute Force:
War On All Fronts:
The Deepest Shadow:
Hyper-Toxicity:
Endless Swarm:
Opportunistic Advance:
Painting GSC taking up time but glad to see more input.