Psychics

This is a listing of the various psychic powers unique to the tyranid race. Psychic powers may be purchased for some tyranid creatures, creatures that can have psychic powers and the number they can have are listed in the bestiary.
Note: Many of these rules are for 3rd Edition. If you have a suggestion for different points cost, save modifier, range, or rules wording please e-mail me
PS: I know "The Vortex" is stupid and can have virtually no good outcome, but I left it in anyway

Catalyst

30 points

The power of the hive mind fills one brood within 18'' with supercharged energy. As long as the power remains in play the creatures may double their attacks value and adds +1 to their armour save.

Combat Monster

35 points range 12''

The synapse creature reaches out into the mind of one brood or other creature to guide it in combat. Use the casting creature's BS and WS ratings for the target's combat resolution. Any weapons that can scatter do so at half value (rounding down). This remains in effect until cancelled or nullified. If a creature under the effects of this power is killed it must make a leadership test at -2, the roll is not passed automatically if the creature is independent or near a synapse creature. If the creature makes it is reincarnated as a zombie, animated by the will of the hive. Its initiative, movement, BS, and WS are halved, and if the creature is killed again it is destroyed for good.

Darkness

18 points

This power creates an area of darkness that nothing can see through. The are is one inch wide and 16'' long per force card used on the power. No model can shoot through the darkness unless it rolls below it's initiative on 3d6. Creatures can move through it normally. The darkness lasts until nullified.

Divide and Conquer

8 points range 12''

The Tyrant's will impels some of the swarm to develop improved battlefield responses. The power cannot be played on only one creature within a brood - it is an all or nothing power! The targets are able to fight & move in dispersed formation (4'' unit coherency) and also add +1 to their Initiative statistics. These effects last until the power is destroyed, nullified, or removed by the Tyranid player. If the brood is destroyed or broken, the power is immediately nullified.

Dominance

45 points

This power effects one enemy model per force card used. The model must be within 18'' inches of the tyranid psyker. The model must make a leadership test or be dominated by the hive mind! The model is controlled by the tyranid player from that point on, but the effect may be nullified on a model per model basis. The tyranid player does not get VP for killing or braking the model, but the opponent will if he then kills it. Non living creatures and creatures immune to psychology are immune to this power.

Energy Eruption

35 points range 24"

The tyranid channels his immense psychic energy into one powerful blast which streaks across the battlefield to envelope a single enemy in a violent maelstrom of light. Any models in range may be targeted and hits the first model in a straight line. The enemy model must roll under its Initiative on 2d6 or immediately suffer d6 wounds . Place a 5" template over the model, any other models are pushed to the outside of the template and blinded, no troop is safe from being blinded. Note if the model is not killed or passes its Initiative check the 5" template is not used.

Enervate

25 Points

This power may effect any one brood each turn if successful. This power is used at the beginning of the movement phase, and for the remainder of the turn the model moves and assaults at double speed although fleet of foot movement isn't doubled.

Forced Evolution.

5 points Range: 18"

This forces a gargoyle, hormagaunt or termagant to undergo a startling physical change. The creature is forced to develop vast quantities of digestive acid, which drive it forward, frenzied with pain. The creature immediately moves in any direction chosen by the tyranid player, taking into account any terrain modifiers. The maddened beast then explodes, showering the surrounding area in acid. The marker is 5'' and anything underneath is hit on a roll of 3 or more. Roll for damage as normal. Hit models take a Str 5hit causing an AP of 4. If the termagant, gargoyle or hormagaunt is in hand-to-hand at the time of the power being used, then it explodes immediately.

Genesteal

25 points range 18''

Purple psycho plasma flows from the Hive Tyrant and collects around any infantry model within 18". The model begins to change shape, it drops it weapons and its armour falls off. Two clawed arms then sprout from its body and its skin hardens to chitin. The psycho plasma disappears and a new genestealer is left in the space! Target must be of approx. Genestealer Size (basic infantry). The target must roll under its toughness on 1d6. If failed the model dies instantly with no armour save allowed. It is then replaced by a Genestealer model. A nullify will not bring the model back!

Greater Mind

15 points range 24''

The hive mind channels synapse energy into the area of the battle field. Place a 5'' template anywhere within 24''. All enemy models under the template suffer a wound on a roll of 5+ with no save possible as they are driven insane with brain fever. All tyranids under the area count as being independent. No force weapons or enemy psychics may be used within the template.

The Horror

15 points

All models attempting to charge the tyranid must make a morale check, if they fail they retreat as normal.

Hyper Morph:

20 points

The Tyrant is able to draw on its psychic strength to accelerate its rapid evolutionary powers -adapting even faster to its surroundings. The power is only cast on itself. The Tyrant is able to increase ONE of its character stats by +1. This increase is counted as part of the creature's "natural" state and is in effect as long as the power is in play. If nullified or withdrawn by the Tyranid player the increase is lost. The Tyranid player is then free to cast it again in a later phase & may increase the same or a different characteristic. NOTE: The Tyrant's Wounds can ONLY be increased by +1 if the Tyranid player rolls 4+ on 1D6. If the roll fails, the power is nullified, but may be cast again in another psychic turn and another attempt made.

Hypnotic Gaze

20 points

The alien intellect of the hive mind manifests in one brood of tyranid warriors of 'stealer hybrids within 18'' inches of the psyker. As long as the power remains in play all enemy models visible to any member of the brood and within 6'' must make a leadership test or stand awe struck at the sheer alien power of the hive mind. They may do nothing except use psychics, and are automatically hit in hand to hand. They recover at the start of any turn in which the brood of creatures has moved more than 6'' away.

Mental Fire

25 points

To use this power the Hive Tyrant focuses all of the Hive Minds energy on its opponent. This build up of warp energy is too much for its opponent's brain to handle, and the brain bursts into flame. To symbolise this, each player rolls a D6 and adds the leadership. If the Hive Tyrant rolls higher than it's opponent the model suffers an automatic D6 wounds. If it's opponent's roll is higher than the power is nullified.

Poison Spines

20 points

This alters the metabolism and DNA of the hive tyrant, causing it to develop a strange pod like growth in the centre of its chest. The pod swells until it finally erupts in a shower of poisonous spikes, which shoot out and hit the first target in its path. This all happens in just under 3 seconds. When the tyrant uses this roll 1D6 for the total number of spines fired. Then measure upped 18" away from the tyrant with a 90 degree fire arc. The target chosen is affected as if he/she/it/whatever was hit by a sniper rifle with a AP modifier of 6, and against demons/tyranids it counts as a Str 3 weapon.

Psychic Scream

10 points

The tyranid psyker radiates a wave of anti-psychic energy. All psykers within 36'' must roll 2d6. If they roll below their toughness they are unaffected. If they roll is above toughness but below leadership they can do nothing until the start of the next psychic phase and fight with a weapon skill of one. If they roll above their leadership they are driven insane and take no further part of the battle. They count as killed.

Psychic Void.

30 points range: 6"

This creates an area of psychic repression around the Tyrant, cancelling out or destroying powers cast near the tyrant. The hive mind surrounds the subject in a blanket of psychic force, dampening out all enemy psykers abilities. When a power is used in the region (6") of the tyrant, or there is a model affected by an enemy power roll a dice, and consult the table below:

1: Power is destroyed.

There is no save due to aegis armour or displacer fields or any other form of psychic protection.

2-3: If the power is offensive, it is reflected (as per the card) towards the enemy psyker, affecting the first hostile model in it's path. If it is beneficial or defensive the tyranid player has the option of directing it onto a friendly model within 6" or nullifying it.

4: The power is nullified automatically,

NB: this even works against ultimate force on the rod of tigurus.

5: The power is affected as if by a nullify card, with the usual modifiers being taken into account.

6: The power is nullified, as per 4, but the Psychic void is also nullified.

The power remains in play until It is nullified, the creature using it is dead, or a roll of 6 happens.

Quake:

25 points range 4d6''

The ground around the tyranid psyker begins to shake and all models within the radius will fall over on a roll of 4+ unless they are tyranids within control range of a synapse creature, in which case a six must be rolled. Knocked over models may not move in their next movement phase and all non skimmer vehicles will go out of control.

Regenerate

25 points range 12''

Pick a wounded tyranid or one killed earlier in the battle at a place within 12'' of the psyker. Roll 2d6, on a roll of 3+ it is healed or resurrected.

Rapid Evolution

45 points range 12''

Any one creature or brood of creatures near the psyker begins to mutate. The creature may take any biomorph that it does not already have or would normally be forbidden to it. This can be played on a brood of creatures, in which place all creatures in it will either gain a brood morph or a biomorph that it would normally be allowed to take.

Suicidal rage

60 points range 18"

This alters a creatures biological and psychological make up so severely that it flies into a blind rage, expending all of its life energies in the rest of the game. This power may only be used on an individual, not on squads or the tyrant that cast it. When a model is affected it gains the following abilities:

+2 to WS, Str, Move, Toughness.

+4 to wounds,

+3 to armour saves

The creature becomes frenzied, charging the nearest creature each turn. The frenzy may not be constrained. After the game, the model(s) that were affected by this power are considered to have died from exhaustion, and the enemy gains victory points accordingly. This makes it a power to only be used in the most desperate of situations.

Warp Blast

10 points

This power causes a bolt of deadly warp energy to leap from the tyranid model towards the opponent. Anything touched by the energy is completely annihilated. The stats on the attack are as follows:

Range: 24""

Strength: 6

AP 2

Type: Assault 1

Warp Transfer

35 points

The tyranid uses this power to open a hole in the warp, which is uses to transport itself to another place nearby. Roll a D6, if the roll is over 4 it successfully transfers itself to the selected location. If it is under the psyker is transported 2D12 in a random direction determined by the scatter dice. If any model is within 2" of the psyker when it teleports (Start or end) they suffer D6 wounds with a with normal saves allowed, from the blast of warp energy.

Weather Pattern

50 points

The power of the hive mind alters the weather pattern of the planet, and turns nature itself against the enemies of the swarm. All enemy models suffer -1 M -2 BS, and -1 I unless they are in hand to hand combat. When the power is used all enemies must take a panic test. This power remains in play until nullified.

The Vortex

100 Points

After the death of the emperor, the hive mind attempted to develop several new ways to enter the warp, none of them successful. However, one of these experiments produced the vortex. When the vortex is cast the place the 5'' template over the casting creature. All models fully or partially under the template, including the caster, are sucked into the warp, no saves allowed. All enemy models within 3d6 inches of the template are sucked in on a 4,5, or 6 on a d6 as are all tyranids within 5d6 inches.

 

 

This information was obtained from www.tyranid.org

               
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