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

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Warlord Trait: Insidious Threat – One unit within Synaptic Link range of the bearer can ignore the benefits of cover. Another situational capability for the Hive Fleet, but potentially very helpful in digging out some of the tougher units that can rely on cover for added bonuses. Worth the CP? Probably not. C- Blessing: Onslaught has a warp charge value of 6. If manifested, select one friendly < HIVE FLEET> BEHEMOTH GORGON HYDRA JORMUNGANDR KRAKEN KRONOS LEVIATHAN unit within Synaptic Link range of this PSYKER. Until the start of your next Psychic phase: Warlord Trait: Endless Regeneration – At the start of each Command phase, the user regains up to d3 wounds. If you intend to bring a leader-beast along for the ride, this is a serious survival boost. Likely not worthwhile on small HQs if you’re avoiding monsters, but if you’re bringing along a HIVE TYRANT this is definitely something to consider. Doesn’t help you if your WARLORD is blown off the table by heavy fire, but what will. B

Stratagem: Deepest Shadow – If an enemy psyker fails a psychic test within 18″ of a KRONOS PSYKER , inflict d3 mortal wounds and until the end of the phase any additional failed tests within that same range also inflict d3 mortal wounds. Against psyker-heavy armies this can potentially be very, very strong if dropped in right location, especially considering Shadow in the Warp and the Psychic Augmentation Synaptic Imperative can take tests to a -2 modifier. This is all well and good, but be mindful of matchups–this is worthless against an army without psykers and if they only have a few it’s not going to be all that impactful. B Enemy psykers within 18″ of this unit subtract 1 from Psychic tests and any Perils of the Warp inflicts 1 additional wound. This is a very useful tool, as Tyranids are generally very potent psykers of their own. This means that not only do enemy psychic tests fail more often, but also it is easier to deny any successful attempts. Swarming Masses These giant spore mines are quite potent if you can get them within range of an enemy model to detonate. At their point cost, it’s likely you’re going to avoid paying for these outright and instead spawn them from a Sporocyst if you want to go with that fun spore skew. Even if you are capable of spawning them, it’s likely you’re going to go with six Spore Mines instead as its a more reliable source of mortals. The d3+3 spike damage looks appealing, but consider that averaged out a Mucolid inflicts 3 mortals and six Spore Mines will inflict 8. Spore Mines Models in that unit do not suffer the penalty to hit rolls incurred for firing Assault weapons in the same turn that their unit has Advanced.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:

Though they are formidable fighters in their own right, it is the Tyranid Warriors’ role as the synaptic lynchpins of the swarm that makes them truly deadly. Tyranid Warriors are psychic resonators for the unwavering will of the Hive Mind and some of the more common conduits used to exert control over the less receptive creatures of the hive fleets. As such, Tyranid Warriors form a vital link in the Tyranid swarm, acting as relays and amplifiers through which Hive Tyrants issue their commands. So crucial is this role to a hive fleet’s efforts to defeat a prey world’s defenders that each Hive Tyrant is invariably accompanied by several broods of Tyranid Warriors cultured from its very own flesh – the better to enhance the psychic link throughout the swarm. This is not to imply that Tyranid Warriors are merely drones, for each is instinctively capable of assessing local

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Tyranid Lashers pull their prey close to them with Lash Whips before pumping their bodies full of venomous barbs. [1] Synaptic Tendrils – In your Command phase, if your WARLORD has one of the following abilities it can use it twice: Alpha Warrior , Bio-impulses , Brood Pregenitor , Vicious Insight , Warp Siphon , Will of the Hive Mind . Doubling up on some of the better abilities can be very useful and the big winner here is a Neurothrope, where two Warp Siphon ‘d units can much more reliably succeed in their Psychic Powers and inflict a “super” Smite . A If you’re bringing any flavor of HIVE TYRANT , these are near mandatory these days. Allowing those HQs to benefit from Look Out, Sir offers a primary defense against first turn strikes that would otherwise leave your precious monster a smouldering crater. They’re nothing to write home about in terms of offensive capability ( though they’re not nothing ), but for the 40pts per model their ability to soak damage is worth the cost of admission. Unless you have the spare points, it’s probably best to leave off upgrades here and any of their weapon flavours are fine. They exist primarily to hide/tank your leader-beasts and if they do that alone they have succeeded. Lictor

Predator Instincts – The model can perform a Heroic Intervention within 6″ horizontally and 5″ vertically. Applied to speedier MONSTER models this can be very useful, especially for staking out an objective since you can guarantee they will make it to combat with any enemy units that try to toe-in. B Psychic Scream (WC 5) – An enemy unit within 18″ suffers d3 mortal wounds and if that unit is a PSYKER and the roll result exceeds the units Leadership score the unit losses access to one psychic power randomly for the rest of the battle. Typically used to just force some extra wounds as a cheap “second” Smite . The random power loss is generally not going to be a thing and planning on it for any reason is just inviting disappointment. B Relics A shadow is looming over Warhammer-Community.com, and the chittering can only mean one thing – the Tyranids are on their way. Teeming hordes of fanged horrors will soon descend, and alongside their spores, claws, and biological weapons, they’re bringing a brand new codex with them.Psychic Power: Poisonous Influence (WC 7) – One unit in Synaptic Link range causes 6s to wound in melee to inflict an additional mortal wound (up to 6). If you’re going the horde route ( which for Gorgon is not a bad choice), this is a great power to drag down larger targets in a sea of shrieking bugs. Loses its best targets as your army starts getting whittled down, but definitely a nice option to have. B+ 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: battlefield situations. They can then, if the need arises, direct those Tyranid creatures near them, like an officer marshaling their forces, to exploit any tactical weakness that may appear in the enemy’s defences. [4] These rules apply to any detachment that only include HIVE TENDRIL models ( excluding UNALIGNED if fortifications are your thing). This section mostly covers some of the housekeeping normal codex stuff. Rare Organisms

Synaptic Goading – At the start of the first battle round, ENDLESS MULTITUDE units may make a 6″ move. Good for horde lists, a pre-game move is a way to put early pressure on your opponent or get to better hiding spots if you’re going second. B Each Synaptic Imperative affects any SYNAPSE models in your army that are on the battlefield, as well as non- SYNAPSE units within 6″ of a SYNAPSE model.If that MONSTER model’s Strength characteristic is higher than that enemy model’s Toughness characteristic, for each 3+, that enemy model’s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds). Encircle The Prey (1CP) – Use this Stratagem at the end of the Movement phase ( this was FAQd since publication ) and select one BURROWERS or FLY unit and remove that unit from the battlefield. In the Reinforcements step of the next Movement phase, that unit can be returned to the table anywhere more than 9″ away from enemy units. A unit cannot be selected for this Stratagem if it was setup on the battlefield that turn. Good for scoring secondaries or threatening open objectives. B Warlord Trait: Monstrous Hunger – An unmodified roll of 6 to wound inflicts a mortal wound in addition to normal damage. It’s not terrible, but the potential damage output from this is minimal compared to the survivability/utility you can get from the other options. C

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