Tyranids 1k (Warhammer 40,000 8th Edition) (67 PL, 8CP, 997pts)
Tyranids 1k (Warhammer 40,000 8th Edition) (67 PL, 8CP, 997pts)
Configuration [8CP]
Battle-forged CP [3CP]
Categories: CONFIGURATION
Detachment CP [5CP]
Categories: CONFIGURATION
Hive Fleet
Selections: Kraken
Categories: CONFIGURATION
Abilities: Hive Fleet Adaptations, Questing Tendrils
Psychic Warp
Range Details Ref
Power Charge
Select a friendly TYRANIDS unit within 18" of the
psyker. Until the start of your next Psychic phase, Codex:
Catalyst 6 18" each time that unit loses a wound, roll a D6; on a Tyranids
5+, the damage is ignored and the unit does not p121
lose that wound.
The nearest enemy unit within 18" suffers D3 mortal
wounds. In addition, if that unit is a PSYKER, roll Codex:
Psychic
5 18" two dice. If the result is higher than their Leadership Tyranids
Scream
characteristic, randomly select one of their psychic p121
powers. They can no longer use that psychic power.
The closest visible enemy unit within 18" of the Warhammer
psyker suffers D3 mortal wounds. If the result of the 40,000
Smite 5 18"
Psychic test was more than 10 the target suffers D6 Rulebook
mortal wounds instead. p178
Each time a spore mine launcher hits the target, roll a D6 to find out
how much damage is inflicted on the target; on a 1 the Spore Mine fails
to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it
inflicts D3 mortal wounds. Each time a spore mine launcher misses its
Spore target, set up a single <HIVE FLEET> Spore Mine model anywhere Codex:
Mine within 6" of the target unit and more than 3" from any enemy model (if Tyranids
Launcher the Spore Mine cannot be placed it is destroyed). This then follows the p101
rules for a Spore Mine (pg 99) that is part of your army, but it cannot
move or charge during the turn it was set up. This weapon can target
units that are not visible to the firer, but it cannot be used to fire
Overwatch.