Mathematically, a full squad of 6 armed with Shockcannons will average 5.33 extra mortal wounds against any vehicle, which is already enough to outdamage a full unit of Impaler Hive Guard and the similarly priced (238 to Shockcannon Guards’ 234) shoot-twice Rupture Cannon Tyrannofex against Land Raiders and the like, not even factoring in the damage that the actual shots do.
Select one HORMAGAUNTS unit from your army. If manifested, until the start of your next Psychic phase, when a friendly HYDRA model within 6″ of this psyker and within 6″ of any enemy units is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound. If going Leviathan, this is an easy way to make sure specific beasts are in range for the 6+++, or if doing custom Hive fleet, an easy way to make sure a Tyrannofex with a Rupture Cannon always has 1 reroll on the big hit.

While it will likely get shot off the board the turn after you set it down, it can easily slow down your opponent getting onto an objective by a turn, and in a game that usually only goes for 5 turns, that can swing the game your way quite a bit. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. It regains D3 wounds lost earlier in the battle. Jormungandr Monster Only. Roll a dice for each model in the charging unit that is within 1″ of an enemy unit. Unfortunately, we don’t really have solid Flying Infantry to give this to as otherwise it could really help snag flyers that try to come in close, but again, in certain matchups with certain units, this can do work for you, if you remember it. If both players have units that can do this, roll off. Instead of a Warlord Trait, a Tyranid army can grant an extra rule to an infantry unit or monster of its choosing. If you know your opponent has fast melee threats that are going to get into you quick, this can be a good way to counter it by wrapping up one, or even two of these threats and killing them on their turn, freeing up your next turn to counter-attack more efficiency as you do not have to waste resources taking out the threat currently in your lines. Subscribe to our e-mail newsletter to receive updates.
The new special rules in Blood of Baal only apply to Tyranid armies, and can’t be used by Genestealer Cults. That’s 6+d3 wounds healed in a single turn, not too bad at all. You can re-roll hit and wound rolls of 1 in this phase for attacks for Leviathan units that target that enemy unit. This is custom made for an Exocrine. You can also use it to snipe an easy kill and then reposition the Genestealers back into cover or a magic box. Go AD FREE today!

Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. for the mortals, and if you are only going for the 5+, that increases your odds TYRANID PSYKERS are not affected. As cool as the others can be, really, it is Shrikes have more flexibility in weapons loadout (no Boneswords for Raveners) and on the whole are probably about 25% better, but they're also costlier.