
Plenty of options then, depending on your Hive Fleet. This unit has to have the Infantry keyword. For 1CP (if your unit has the Endless Multitude keyword, such as Hormagaunts) or 2CP a model from a unit that is killed by the enemy in combat gets to fight before dying.

In this case Monstrous Musculature adds 1 Damage to all of the models melee weapons. Moving on, you also get a relic you could apply to a character.Unstoppable Onslaught dishes out +1 to wound on a unit in comabt for a warp charge of 7. Then you get an exclusive Psychic Power you can select.Any unmodified 6s to wound in combat inflict a mortal wound in addition to normal damage.

Again, using Behemoth as an example, I could swap the re-roll charges for one from either the Hunt Biomorphologies or Lurk Biomorphologies. Depending on your fleet, you’ll get to pick from two of the three tables. Your Fleet then gets the option to swap your Adaptive trait before the first turn begins for one from one of three tables of Hyper-Adaptations.You also get a Adaptive trait, which in this case allows you to re-roll charges (handy if, like me, you fail LOTS of charges).For Behemoth you get +1 Strength when your unit charges, is charged, or Heroically Intervenes.

Each Hive Fleet has changed since the previous Codex, so I’m going to break down what you get, using my Hive Fleet, Behemoth, as an example: So long as your entire army has the Tyranid keyword or Unaligned you’ll get all the bonuses for the Hive Fleet of your choice. The book points out quickly that models with the Living Artillery keyword (basically Spores) never gain Hive Fleet rules. Don’t forget, the Swarmlord also has the Hive Tyrant keyword, so you cannot include him and a generic Hive Tyrant in the same detachment. So we move onto the core rules of running a Tyranid army.įirst things first, for each Detachment you create you can only include one Hive Tyrant.
