By Astmeister
Date 18.10.2021 - 16:14
Edited 18.10.2021 - 16:20
Ja, das wird lustig, wenn man auf Ultra-Kombos steht:
Warlord Traits
Gestalt Commander - as shown on WHC (change warlord trait each battle round)
Swarm Leader - as shown on WHC (full rerolls for a unit within 9")
Strategic Adaptation - after both players have deployed but before the first battle round, select up to 2 units and redeploy them.
Units can be placed into strategic reserves without having to spend additional CP.
Relics
Adaptive Neuro Lobe - Each time your opponent spends a command point, on a roll of 5+ you gain a command point
Biomorphic Carapace - for each attack against the bearer, subtract 1 from wound rolls
Synaptic hive blades - as shown on WHC (boneswords)
Void Crown - bearer knows one additional psychic power, if the bearer performs a psychic action it can still use 1 psychic power that phase.
For unmodified rolls of 9+ on a psychic test, that power or action cannot be denied
Stratagems
Alpha leader leader beast
As shown on WHC. Extra warlord trait (Can be used to get warlord trait as well as two adaptive physiologies)
Animated by the hive mind
Automatically triggers explosion on death of monster (except titanic)
Borer grubs
Used in shooting phase. Until end of phase, each attack with fleshborer weapon, unmodified wound roll of 6 inflicts a mortal wound in addition to normal damage
Costs 1CP, or 2CP for tfex
Control of the Swarm
When your warlord is destroyed, select another character to gain a warlord trait
Hive mind imperative
Used in command phase. Select a unit within 12" of synapse creature.
Unit gains objective secured and can shoot while performing actions.
Hyper-adaptive
Used in command phase.
Select another hive fleet adaptation (i.e. Kronos, Kraken) for that unit until the end of the turn.
Questing tendrils
Setup outflanking unit in round 2 as if it was round 3
Relentless fury
Works in shooting or fight phase. Each time an attack is made unmodified hit rolls of 6 score an additional hit.
If the unit contains 11+ models, each 6 scores two additional hits instead.
1CP (2CP for genestealers)
Synaptic domination
Extend synpase to any friendly unit
Void in the warp
Used after enemy psychic test, and after any deny attempts are made. Enemy psychic must be within 24" of a synapse creature.
The power is denied on a roll of 4+ on a D6.
Synaptic Links are max 3, also limited by game size
Each is 15 pts except for Zoanthropes @ 10 pts
Broodlord - as on WHC
Hive Tyrant - Unit pile in +3", up to 6"
Maleceptor - Wound rolls of 6 increase AP by 1, Re-roll damage roll
Neutrohrope - as on WHC
Tervigon - Re-roll 1,s and 2,s to wound with ranged attacks
Trygon Prime - Fall back, shoot and charge
Tyranid Prime - Melee attacks unmodified hit rolls of 6 auto wound
Tyranid Warriors - Attacks made by models in this unit get +1 to hit
Zoanthrope - Roll 1 additional dice and discard the lowest for a psychic check.
Quelle: www.dakkadakka.com
Weil Hive Guard und Devilgants noch nicht stark genug waren, können die jetzt +1 auf Trefferwürfe, wiederholbare TW und 1 und 2 beim Verwunden wiederholen. Achja und explodierende 6er beim Trefferwurf. Kauft schonmal Eimer für die Rüstungswürfe gegen doppelt schiessende, alles rerollende, explodierende 6er Devilgants! ^^
Auf Marine Äquivalente legen die auf einer Schussphase 50 Schadenspunkte (Rüstung schon mit eingerechnet). Das ist so etwa eine ganze Marines Armee bei 2000 Punkten? :-D