milesb's tyranid npos expansion

Homebrew by milesb
  • Every turn this force will play a random strategic gambit
  • You may only bring one NPO With the monster keyword,
  • use these as a replacement for regular non player operatives,
100% positive
Composition
  • use these as a replacement for regular non player operatives,
  • You may only bring one NPO With the monster keyword,
Common Abilities and Options

Behaviour - Brawler:
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.

Behaviour - Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

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

Synapse:
Whenever a mindless NPO is shooting or fighting within 3" of this operative, retain one attack dice as a normal success for that operative without rolling it.

Behaviour - synapse:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured with as many mindless models within synapse range as possible, if not, to a location with as many models within synapse range as possible,
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured with as many mindless models within synapse range as possible, if not, to a location with as many models within synapse range as possible,
  4. Dash.If possible, to a location where there's a valid target that isn't obscured with as many mindless models within synapse range as possible, if not, to a location with as many models within synapse range as possible,

floating brain:
Cannot fight or counterattack

fly:
Can ignore vertical distance

powerfull synapse:
Whenever a mindless NPO is shooting or fighting within 6" of this operative, retain one attack dice as a normal success for that operative without rolling it.

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons (ceaseless)
4
4+
3/4
Abilities
Behaviour - Brawler
28TYRANID, MINDLESS, SWARM
termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
25TYRANID, MINDLESS, SWARM
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors

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.

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".

40TYRANID, MINDLESS
Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2")
5
4+
3/5
Stationary (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & Teeth
3
4+
2/3
Abilities
Behaviour - Marksman
40TYRANID, MINDLESS
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
Behaviour - BrawlerPredatory Xenoform
40TYRANID,
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
Behaviour - BrawlerPredatory Xenoform
40TYRANID, VANGUARD
Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes

Lightning Reflexes: Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).

32TYRANID, MINDLESS
Tyranid Warrior
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Ranged Bio-Weapon
5
3+
3/4
Ranged Bio-Weapon (light)
6
3+
2/3
Boneswords
4
3+
4/5
quad boneswords (ceaseless)
5
3+
4/5
Abilities
Behavior - mixedSynapse

Behavior - mixed: 1. Fight

  1. Charge the closest player operative via the shortest possible route.

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

40TYRANID, SYNAPSE
Lictor
A 3
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Claws & Talons
5
3+
4/6
Abilities
Behaviour - BrawlerHiddden Predator

Hiddden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

40TYRANID, VANGUARD
carnifex
A 2
M 8
S 2+
W 35
Weapons
ATK
HIT
DMG
carinfix heavy bio guns (Piercing crits 1)
3
3+
6/7
carinfix light bio guns
8
3+
3/4
quad scything talons (burtal, ceasless)
5
3+
6/7
scything talons (brutal)
4
3+
6/6
Abilities
Behaviour - Brawlercrushing charge

crushing charge: after a charge action deal d3 damage to every model in enagement range

32TYRANID, MONSTER
Tyranid Warrior (heavy)
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
heavy Ranged Bio-Weapon (Lethal 5+, heavy)
5
3+
4/5
Boneswords
4
4+
4/5
Abilities
Behaviour - MarksmanSynapse
40TYRANID, SYNAPSE
Neuroloid
A 2
M 6"
S 5+
W 5
Weapons
ATK
HIT
DMG
psychic blast (saturate)
4
3+
2/3
Abilities
Behaviour - synapsefloating brainflySynapse
25TYRANID, SYNAPSE
Zoanthrope
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
psychic blast
focused (saturate)
4
3+
4/5
torrent (saturate, blast 2")
4
4+
2/3
Abilities
Behaviour - synapsefloating brainflypowerfull synapse
25TYRANID, SYNAPSE
Neurotyrant
A 3
M 6"
S 4+
W 25
Weapons
ATK
HIT
DMG
psychic blast
focused (saturate, ceaseless, Piercing crits 1)
4
2+
4/5
torrent (saturate, blast 4")
4
3+
2/3
Abilities
Behaviour - synapsefloating brainflypowerfull synapse
25TYRANID, SYNAPSE, MONSTER
Equipment
Ploys

Strategic - endlesss swarm:
Place 2 NPOs With the swarm keyword on the NPO's board edge with a conceal order


Strategic - feed:
D3 NPOs immediately perform a free Fight action, If this is not possible, randomly chose a different ploy


Strategic - voracious:
NPOs’ weapons have the Lethal 5+ weapon rule.


Strategic - rush:
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 - the hive commands:
Each NPO with floating brain when activated may choose 1 non synapse NPO or 2 NPOs with the swarm keyword within their synapse/powerful synapse range to activate immediately after they finish activating. If this is not possible, randomly chose a different ploy


Strategic - crushing charge:
charger NPOs that proform a charge action deal d3 damage to every model in enagement range, If this is not possible, randomly chose a different ploy


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.