[Reference] Discipline: Hive Mind

(Unit)
Type: upgrade
Category: Configuration
Categories: Configuration
LinkId: 25b8-444c-19e0-4f4d
Hidden: false
Options (1)

Profiles:

Psychic Power Warp ChargeRange
Catalyst

6

18"

Select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.

The Horror

6

24"

Select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.

Onslaught

6

18"

Select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).

Psychic Scream

5

18"

The nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.

Dominion

5

36"

Select a freindly TYRANIDS unit within 36" of the psyker that has the Instinctive Behavious ability. Until the end of your next Psychic phase, that unit ignoires its Instinctive Behaviour ability and automatically passes Morale tests.

Paroxysm

5

18"

Choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.

Hive Nexus

6

-

Until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18" instead of 12".

Unstoppable Hunger

7

9"

Select one friendly BEHEMOTH unit within 9" of this psyker. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.

Poisonous Influence

6

9"

Until the start of your next Psychic phase, improve the Armour Penetration characteristic of melee weapons that friendly models within 9" of this psyker are equipped with by 1 (e.g. AP 0 becomes AP -1).

Death Shriek

5

6"

Until the start of your next Psychic phase, when a friendly HYDRA model within 6" of this psyker and within 6" of an enemy unit is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound.

Lurking Maws

6

-

Select one enemy unit that is visible to this psyker. Until the end of the turn, when resolving an attack against that unit made by a friendly JORMUNDANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.

Synaptic Lure

5

-

Select one enemy unit. Until the end of the turn, when a charge roll is made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.

Symbiostorm

6

12"

Select one friendly KRONOS unit within 12" of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.

Used By (1)
Tyranids(Catalogue)