Home Brew Tyranids NPO

Homebrew (Unpublished) by shadowdabest

My custom NPO opratives

Composition
Common Abilities and Options

Behavior:
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.

Behaviour:
This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
32
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
Behavior
32
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws and Teeth
5
4+
1/2
Abilities
BehaviorHidden 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".

32
Barbgaunt
A 2
M 6"
S 5+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2":)
5
4+
3/5
Stationary (Blast 2", Ceaseless, Heavy)
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behavior
32
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviorFights FirstPredatory Xenoform

Fights First: When an enemy operative is performing the Fight action against this operative, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

32
Tyranid Warrior (Gunner)
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Deathspitter
5
3+
4/5
Claws and Teeth
4
3+
3/4
Abilities
Behavior
32
Winged Tyranid Prime
A 3
M 8"
S 4+
W 20
Weapons
ATK
HIT
DMG
Scything Talons (Lethal 5+:)
5
3+
4/5
Abilities
BehaviorPredatory XenoformWinged Bioform

Winged Bioform: This unit can ignore light terrain features when determining repositioning distance.

32
Screamer killer (Medium Nemesis)
A 6
M 6"
S 4+
W 50
Weapons
ATK
HIT
DMG
Bio-plasmic scream ((Blast 2"))
4
4+
6/8
Screamer-killer talons
8
4+
6/8
Abilities
Behaviour: BattlerBrutalTrait: Crushing ImpactTrait: Tough

Behaviour: Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, 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). Shoot. Dash towards the closest player operative, to cover if possible.

Brutal: Opponent can only parry with critical hits.

Trait: Crushing Impact: When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

Trait: Tough: Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

32
Psychophage (Medium Nemesis)
A 6
M 6"
S 4+
W 45
Weapons
ATK
HIT
DMG
Psychoclastic torrent ((Rng8",Tor2"))
6
2+
4/4
betentacled Maw
Strike (Ceaseless)
4
3+
5/6
Thrash (Lethal 5+:)
8
2+
3/5
Abilities
Behaviour: BrawlerPsychic DissonanceThe Feast

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.

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). Dash towards the closest player operative, to cover if possible.

Psychic Dissonance: Until the end of this NPO’s next activation, all enemy operatives within 3" of this NPO lose the Psychic keyword and cannot perform Psychic Actions. Furthermore, any Invulnerable save is treated as a standard Save characteristic of 5+ (if the operative’s current Save is worse than 5+, use their current Save instead).

The Feast: If this model makes a charge add 2 to its attacks

32
Deadly Sniper
A 0
M 0
S 3+
W 12
Weapons
ATK
HIT
DMG
Sniper (dev 3, heavy, silent)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
BehaviourReloadSniper’s Nest

Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded.

Sniper’s Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.

32
Tyrant Guard
A 3
M 5"
S 3+
W 16
Weapons
ATK
HIT
DMG
Crushing Claws (brutal)
4
4+
5/7
Abilities
BehaviourGuard

Guard: This model will move to the central objective

32
Hive Guard
A 2
M 4"
S 3+
W 12
Weapons
ATK
HIT
DMG
Shock Cannon (Rng 12")
4
3
4/5
Brood Weapons
3
4+
3/4
Abilities
Behaviour
32
Gargoyle
A 2
M 8"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer (Rng 12")
4
4+
3/4
Teeth and Claws
3
4+
2/3
Abilities
Behaviour
32
Ravener
A 2
M 8"
S 4+
W 13
Weapons
ATK
HIT
DMG
Rending Claws and Scything Talons (Balanced, Rending)
5
3+
4/5
Abilities
Behaviour
32
Equipment
Ploys
TacOps