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GAMES WORKSHOP 99120106042" Tyranid Hive Tyrant/The Swarmlord Plastic Kit

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Malediction: Paroxysm has a warp charge value of 7. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 18" of this PSYKER. Until the start of your next Psychic phase: Use this Stratagem in your Movement phase, when a HORMAGAUNTS unit from your army is selected to Advance. Until the end of the turn: This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Hive Mind discipline.

Models in that unit do not suffer the penalty to hit rolls incurred for firing Heavy weapons in the same turn that their unit has moved. Use this Stratagem in any phase, when a < HIVE FLEET> BEHEMOTH GORGON HYDRA JORMUNGANDR KRAKEN KRONOS LEVIATHAN HIVE TYRANT model from your army is destroyed by an enemy unit. Until the end of the battle: Through its synaptic conduits, the Hive Mind reaches out to infuse the organisms under its control, invigorating their metabolisms with such unnatural vitality that they can ignore the most grievous of wounds. Malediction: The Horror has a warp charge value of 5. If manifested, select one enemy unit within Synaptic Link range of this PSYKER or one enemy unit within 24" of this Psyker. Until the start of your next Psychic phase:Use this Stratagem in the Fight phase, when an ADRENAL GLANDS unit from your army is selected to fight. Until the end of the phase, if that unit made a charge move this turn: This control can be disrupted, however, with the death of the Hive Mind's synapse creatures through which it transmits and augments its psychic commands, such as when a Hive Tyrant's death leaves the lesser Tyranid bioforms to act completely on basic animal instinct. Use this Stratagem in your opponent’s Psychic phase, when an enemy unit fails a Psychic test. Select one KRONOS PSYKER unit from your army within 18" of that enemy unit. That enemy unit suffers D3 mortal wounds and, until the end of the phase, that KRONOS PSYKER unit gains the following ability:

With Psychic Awakening: Blood of Baal looming large on the horizon, we flagged down a few Tyranids fans to ask them what adaptations their fleets have devised because of this book. Not surprisingly, they were all really excited about the new options. Take a look! EddieUse this Stratagem in your Movement phase, when a KRAKEN unit from your army is selected to move. Until the end of the turn: ranges with devourers, deathspitters or even heavier bio-cannons. Whatever weaponry it wields, a Tyranid Warrior is a dangerous and unforgiving foe, able to identify and exploit the weaknesses of its targets with innate shrewdness. Worse, with its alien consciousness permanently bonded to the ageless Hive Mind, a Tyranid Warrior can instantly draw upon a reservoir of knowledge and experience that spans epochs, should its own prove insufficient to the task at hand. [4] To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test. Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters. Use this Stratagem in your Command phase. Select one LEVIATHAN unit from your army that is within 12" of a friendly LEVIATHAN SYNAPSE unit. Until the start of your next Command phase:

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