Typhon Tyranid NPO Cards

Homebrew by R47B4574RD

‘BIO-ANOMALY ACTIVITY INCREASING. SPORE COUNT ESCALATING. TRIGGER ESTIMATIONS ASSOCIATED WITH CHEMICAL STIMULANTS, PROXIMITY, PSYCHONEURAL EMANATIONS: ALL THEOREMS VOID. IDENTIFICATION OF BIO-ANOMALIES WITH XENO-CACHE VX-3, NOW STANDS AT 52.7% CORROBORATION.’

  • final report from recon thrall MX-89
100% positive
Composition

Kill Team: Typhon provides miniatures for Ravener, Hormagaunt and Ripper Swarm NPOs. Whenever the mission tells you to set up an NPO, set up a Hormagaunt NPO (the Ripper Swarm NPO is only set up using a Typhon event card).

If you wish, you can use other Tyranid miniatures from your collection. This will provide a different challenge and increase the replayability of missions from this pack. A collection of other NPO datacards have been provided for the most common Tyranid miniatures (found in this product and in Warhammer 40,000 Combat Patrol: Tyranids). As an optional rule all players must agree upon before the game, whenever the mission tells you to set up an NPO, randomise which one by rolling 2D6 and consulting the following table, or a table of your own creation:

2D6 NPO

2-3 BARBGAUNT 4-6 TERMAGANT 7-9 HORMAGAUNT 10-11 VON RYAN’S LEAPER 12 RAVENER

NPO LIMIT

We recommend limiting the number of NPOs in the killzone at once to 10 – don’t set up any that would exceed this limit. If you would set up a number of NPOs that exceed this number, but they would all be in different locations, use the threat principle to determine which ones to set up without exceeding the NPO limit.

Common Abilities and Options

Behaviour:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able).
  4. Dash towards the closest player operative, to cover if possible.

Predatory Xenoform:
This operative can perform two Fight actions during its activation.

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws and Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors

Hidden Horrors: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher (mobile) (Blast 2")
5
4+
3/5
Barblauncher (stationary) (Blast 2", Ceaseless, Heavy)
5
4+
3/5
Claws and Teeth
3
4+
2/3
Abilities
Behaviour
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behaviour
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
Equipment

No Equipment:
NPOs do not have equipment.


Ploys

Strategic - SPORE MIASMA:
A thick miasma of microscopic Tyranid spores clogs the killzone, reducing visibility of lurking enemies.

Whenever an operative is shooting an operative more than 8" from it, roll one additional defence dice


Strategic - SENTIENT BARBS:
Bristling at intruders, venomous barbs sprout from organic growths, straining towards new sources of potential biomatter as a sinister defence mechanism.

Whenever a player operative would move within 1" of a Tyranid Infestation terrain feature, roll one D6: on a 3+, infl ict 1 damage on that operative. Only roll once per terrain feature per activation.


Strategic - BIRTHING SAC:
Straining into the open through membranous layers, aggressive new bioforms are spawned to protect the xenos growths.

Set up one ready NPO with a Conceal order as close as possible to a randomly determined gestation sac (S) terrain feature.

If you can’t (e.g. NPO limit is reached), draw a diff erent event card.


Strategic - VORACIOUS:
A ravenous imperative compels the bestial bioforms to consume their prey.

NPOs’ weapons have the Lethal 5+ weapon rule.


Strategic - RIPPER SWARM:
A swarm of insatiable creatures emerge in a thrashing coil of serpentine bodies, ambushing the unsuspecting to hungrily assimilate their biomass.

If a Ripper Swarm NPO isn’t in the killzone, set one up ready with a Conceal order in a location it can be placed wholly within NPOs territory in Joint Ops, or within control range of a random objective marker in Adversary Ops. In addition, place it within control range of a player operative if possible.

If a wounded Ripper Swarm NPO is already in the killzone, it regains all lost wounds.

If you cannot do either of the above, draw a diff erent event card.


Strategic - FEED:
A synaptic imperative spurs an insatiable hunger amongst the growths’ mobile defenders, driving them on a spree of voracious consumption.

D3 NPOs immediately perform a free Fight action.

If none can, draw a different event card.


Strategic - OVERRUN:
Catalysed into action by a synaptic command of the Hive Mind, Tyranid bioforms surge toward their prey in a hyperstimulated rush of overwhelming aggression.

Each NPO immediately performs a free Charge action up to 3" (its order can be changed to do so). Each that can’t can immediately perform a free Dash action instead.


Strategic - LURK:
The xenos exhibit a heightened instinct to evade detection, lurking amidst shadows to await their time to strike.

Whenever a player operative is shooting an NPO, re-roll one of their defence dice if it’s appropriate for the NPO.

Whenever a player would strike an NPO, roll one D6: on a 5+, they must block instead. If this isn’t possible (e.g. it’s a normal success and the NPO only has critical successes), the strike has no effect.


Strategic - SYNAPTIC BACKLASH:
A lance of chittering neural static forces its way into the brains of those daring to confront the will of the Hive Mind.

Select one player operative and roll one D6:

• If the result is higher than their APL stat, subtract 1 from their APL stat. • If the result is equal to or less than their APL stat, select a diff erent player operative and repeat this process.

This has no eff ect on player operatives that prevent any kind of PSYCHIC rules (e.g. PSYCHIC actions).


Strategic - BIRTHING SAC:
Straining into the open through membranous layers, aggressive new bioforms are spawned to protect the xenos growths.

Set up one ready NPO with a Conceal order as close as possible to a randomly determined gestation sac (S) terrain feature.

If you can’t (e.g. NPO limit is reached), draw a diff erent event card.


TacOps