milesb's tyranid npos expansion

Homebrew by milesb

My eventual goal is to have most unts as npos But for now I just want to expand the range of available enemies so you can fight bigger or weirder bugs

No votes yet
Composition

90 wounds of nids

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.

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.

Behaviour - Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, 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).
  4. Dash towards the closest player operative, to cover if possible.

Behavior:
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.

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

Synaptic Backlash:
Whenever this operative is incapacitated, before it is removed from the killzone, inflict D3 damage on each Hormagaunt and Termagant within 3" of it (roll separately for each).

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons (ceaseless)
4
3+
3/4
Abilities
Behaviour
TYRANID,
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
TYRANID
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & 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".

TYRANID,
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
TYRANID,
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID,
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
TYRANID, 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+).

TYRANID,
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
BehaviorSynapseSynaptic Backlash
TYRANID, SYNAPSE
Lictor
A 3
M 6"
S 4+
W 20
Weapons
ATK
HIT
DMG
Claws & Talons
5
3+
4/6
Abilities
BehaviorHiddden 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.

TYRANID, VANGUARD
carnifex
A 2
M 8
S 2+
W 35
Weapons
ATK
HIT
DMG
carinfix heavy bio guns (Piercing 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

TYRANID, CRUSHER
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 - MarksmanSynapseSynaptic Backlash
TYRANID, SYNAPSE
Equipment
Ploys
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.