Typhon Tyranid NPO Cards
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.
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able).
- 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
BehaviourRipper Swarm
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws and Teeth | 5 | 4+ | 1/2 |
Abilities
BehaviourHidden HorrorsBarbgaunt
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
BehaviourRavener
A 3
M 7"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons | 5 | 3+ | 4/5 |
Abilities
BehaviourPredatory XenoformTermagant
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
BehaviourVon Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons | 5 | 3+ | 4/5 |
Abilities
BehaviourPredatory XenoformNo Equipment
NPOs do not have equipment.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Strategy Ploys
Strategy: 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
Strategy: 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.
Strategy: 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.
Strategy: VORACIOUS
A ravenous imperative compels the bestial bioforms to consume their prey.
NPOs’ weapons have the Lethal 5+ weapon rule.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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).
Strategy: 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.
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.