![]() ![]() PSYKER units in that Detachment will know the Synaptic Lure psychic power in addition to any others they know. A CHARACTER model in that Detachment that is given a Warlord Trait can instead be given the One Step Ahead Warlord Trait. HIVE TENDRIL PSYKER units in Hive Fleet Detachments (excluding Auxiliary Support, Super-heavy Auxiliary or Fortification Network Detachments) know the relevant Hive Fleet psychic power in addition to any other psychic powers they know.Įxample: A Battle-forged army includes a HIVE TENDRIL Detachment in which every unit has the KRAKEN keyword. If a HIVE TENDRIL CHARACTER model gains a Warlord Trait, they can have the relevant Hive Fleet Warlord Trait instead of a Tyranid Warlord Trait.Įach hive fleet has an associated Hive Fleet psychic power. The adaptation gained depends on which hive fleet they are from, as shown below.Įach hive fleet has an associated Hive Fleet Warlord Trait. Models with this adaptation whose characteristics can change as they suffer damage are considered to have double the number of wounds remaining for the purposes of determining what those characteristics are.Īll units with this ability gain a Hive Fleet Adaptation.Each time a unit with this adaptation fights, if it made a charge move, was charged, or performed a Heroic Intervention this turn, then until that fight is resolved, add 1 to the Strength characteristic of models in that unit.He selects Unfeeling Resilience from the Lurk Biomorphologies and so, for that battle, his BEHEMOTH units’ adaptation becomes: The Hyper-adaptations rule for HIVE FLEET BEHEMOTH states that he can select either a Hunt or Lurk Biomorphology to replace it with. At the start of the battle, he decides to use the Hyper-adaptations rule to change the Adaptive element of his models’ adaptation. There are multiple alternative rules that this Adaptive element can be swapped out for, and each hive fleet’s Hyper-adaptations rule will specify which ones are available to you.Įxample: John’s army contains only BEHEMOTH units, which have the Hyper-aggression adaptation. Hyper-adaptationsEach Hive Fleet Adaptation also has an Adaptive element to it, which can be swapped out for another rule at the start of the battle, after determining who has the first turn. Certain abilities that are common to many units are only referenced on the datasheets rather than described in full. If your army is Battle-forged, you cannot include units from two different hive fleets in the same Detachment.Ī unit’s datasheet will list all the abilities it has. Until the start of your next Command phase, each time a model in that unit makes an attack, re-roll a hit roll of 1.’ This could be one of the hive fleets detailed in a Warhammer 40,000 publication, or one of your own design.Įxample: If you include a Winged Hive Tyrant in your army, and you decide it is from Hive Fleet Kraken, its keyword becomes KRAKEN and its Will of the Hive Mind ability reads, ‘In your Command phase, select one friendly KRAKEN CORE unit within Synaptic Link range of this model. When you include such a unit in your army, you must nominate which hive fleet it is from and then replace the keyword in every instance on its datasheet with the name of your chosen hive fleet. TYRANIDS units are drawn from a hive fleet. This is a keyword that you can select for yourself, as described in the Warhammer 40,000 Core Book, with the guidance detailed below. So remember, while your commanders are a powerful part of your deck’s arsenal, if you want to win with the commander alternate victory method, you’re going to want to start attacking with your commanders (so while something like Rafiq of the Many makes a good command for this victory method, Skeleton Ship would make a poor choice).Many datasheets in this section have the keyword. So while Niv-Mizzet, the Firemind might be a powerful commander, its triggered ability is not considered combat damage, so that trigger won’t count towards that 21 points of damage. Abilities never deal combat damage, even if you use them during combat. That means only damage assigned and dealt by an attacking commander at the beginning of the combat damage step counts. ![]() In addition to the rest of the state-based actions that we have in most Magic games, Commander has an additional one: if, over the course of the game, you have been dealt 21 or more points of combat damage from the same commander, you will lose the game. Today, we’re going to look at one of the unique rules for commander: the commander damage rule (formerly known as “General Damage” when Commander was EDH). ![]()
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