Really cool stuff! I'd be fine playing with or against any of these. A few things that caught my attention:
Yarium wrote:
Endless Swarm - 2CP
Use this stratagem at the end of your Movement Phase. Remove a friendly unit of Tyranid infantry from the battlefield and set that unit back up in Strategic Reserves at its starting strength.
As has been noted, it might be a good idea to limit this to troops. Also, as it's currently written, this could technically be used to relocate a character model, which may not be your intent.
Environmental Apocalypse - 2CP
Use this stratagem after both armies are deployed, and only once each battle. Roll a die for each enemy unit. On a 6, that unit suffers a mortal wound.
This feels like a lot of dice rolling for not a lot of effect.I think I'd rather see the cost increased along with the effect. Maybe up the
CP cost to 3 or 4 and then do 1 mortal wound on a 2+ or d3 mortal wounds on a 6+? Or something similar to Imhotek's special ability? Also, to clarify, this works on models embarked on transports and located in reserves, yes?
Perfectly Adapted - 2CP
Use this stratagem after an enemy destroys a <Hive Fleet> unit that was within 12" of a Synapse Creature from your army. Add 1 to saving throws for friendly <Hive Fleet> against wounds caused by weapons with the same name as the weapon that destroyed that unit. You cannot use this stratagem to affect the same weapon more than once per game.
To clarify, this bonus lasts for the rest of the game, right? This is probably fine as-is, but I I do note that this would let you make some extended carapace jormungandr genestealers have a 2+ save out in the open. Which, again, proooobably fine. I do wonder if this might work better as a hive fleet chapter tactic type rule though?
Recycled Biomatter - 1CP
Use during your Command Phase. Select a <Hive Fleet> Monster within 3" of a <Hive Fleet> Infantry unit. The Infantry unit suffers d3 mortal wounds and the Monster heals a number of wounds lost this way.
Does this mean that using this on an infantry unit that has
FNP could potentially limit how many wounds I heal?
Horror From Beyond The Stars - 1CP
Use when a friendly Tyranid Psyker is charged and is not within the engagement range of an enemy unit. Instead of shooting weapons, that unit may attempt to cast the Smite psychic power.
Can this be denied given that it isn't happening in the psychic phase?
Hunter's Sense - 2CP
Use when an enemy unit is set up within 12" of a friendly Tyranid unit. A friendly unit within 12" of that enemy unit may attempt to charge it as if it were the Charge Phase.
This is the onlyl one that I'm a little unsure about. On one hand, a (usually) 9+" charge is easy to fail, and it kind of stinks to spend 2CP on something that's so likely to do nothing. On the other hand, when you
do make the charge, you're likely to be doing so with a unit that will just shred whatever unit just arrived from reserves before it gets to make any attacks; and you might be basically invalidating any
CP your opponent spent to get there in the first place.
Overall, lots of cool and fluff options.