Tyranid Psychic Powers

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Many Tyranids are also Psykers. They do not draw power from the Warp in any fathomable way, but rather they harness a fraction of the Hive Mind’s gestalt will. This makes no difference for game purposes and these models follow all the normal rules for Psykers – a Perils of the Warp attack they suffer instead represents massive cerebral trauma or synaptic feedback. Tyranid Psykers use the Powers of the Hive Mind, which is treated as a psychic discipline for all rules purposes.

Powers of the Hive Mind

Dominion

(Primaris Power)

The Tyranid uses its prodigious psychic strength to channel and amplify the will of the Hive Mind.

Warp Сharge: 1

Dominion is a blessing that targets the Psyker. Whilst this power is in effect the Psyker adds 6" to its synapse range. If the Psyker does not have the Synapse Creature special rule, it gains it for the duration of this power and has a synapse range of 6".


1

Catalyst

Through its synaptic conduits, the power of the Hive Mind reaches out to infuse the organisms under its control, invigorating their systems with such unnatural vitality that they can ignore the most grievous of wounds.

Warp Сharge: 1

Catalyst is a blessing that targets the Psyker’s unit and up to one other friendly unit with the Tyranids Faction that is within 12". Whilst this power is in effect, the targets gain the Feel No Pain special rule.


2

The Horror

The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.

Warp Сharge: 1

The Horror is a malediction that targets a single enemy unit within 24". The target must immediately take a Pinning test with a -2 modifier to their Leadership.


3

Onslaught

The synapse creature reaches out its mind and seizes control of the lesser creatures’ weapon symbiotes, guiding their fire whilst simultaneously driving the swarms towards the enemy at a breakneck pace.

Warp Сharge: 1

Onslaught is a blessing that targets a single friendly unit within 24". Whilst this power is in effect, the target unit can both Advance and then shoot in its Shooting phase. It can also Charge after Advancing.


4

Paroxysm

The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.

Warp Сharge: 1

Paroxysm is a malediction that targets a single enemy unit within 24". Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).


5

Psychic Scream

Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in the wake.

Warp Сharge: 1

Psychic Scream is a nova power with a range of 6". For each target unit, roll 3D6+3 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.


6

Warp Blast

The Tyranid taps into the raw power of the Hive Mind, unleashing it as a blast of pure Warp energy that arcs from its cranium and vaporises its prey.

Warp Сharge: 2

Warp Blast is a witchfire power. Warp Blast can be used as either a Burst or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:

Range S AP Type
Burst 24" 5 3 Assault 1, Blast
Lance 18" 10 2 Assault 1, Lance

Leviathan Powers

These powers are part of the Hive Mind discipline, but can only be taken by Hive Tyrants or Swarmlords.

Psychic Overload

The psyker plunges tendrils of psychic energy into the target’s brain, causing it to explode!

Warp Сharge: 2

Psychic Overload is a focussed witchfire power with a range of 24". The target must take a Leadership test on 3D6. Vehicles are treated as having a Leadership of 10. If the test is failed, non-vehicle models suffer D3 Wounds with no armour or cover saves allowed, and vehicle models suffer a single glancing hit with no cover saves allowed.

The Psyker can attempt to manifest this psychic power up to 3 times in each of its Psychic phases. Each attempt is resolved separately. However, an enemy unit cannot be selected as the target of Psychic Overload manifested by the same Psyker more than once each Psychic phase.


Spirit Leech

The Neurothrope steals energy from its victims to empower its attacks.

Warp Сharge: 1

Spirit Leech is a witchfire power that targets a non-vehicle enemy unit within 18". That unit must take a Leadership test on 3D6. If the test is failed, the enemy unit suffers 1 Wound for each point the test was failed by, with no armour or cover saves allowed. Add 1 dice to your Warp Charge pool for each Wound inflicted by Spirit Leech. These additional dice can only be used by the unit that manifested Spirit Leech and only to manifest Warp Blast.