Tyranid Leviathan Kill Team

Homebrew by seanleedg

Tyranids are a voracious alien swarm invading the galaxy from beyond the void. Guided by the Hive Mind, they have one terrible purpose – to devour every last shred of biomass, reconstituting it into even more powerful biomorphs and repeating the nightmarish cycle anew on the next world in their path.

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Composition

Composition depends on the Homebrew Joint Ops ruleset being used. It determines which operatives can be selected, how many of each can be taken, and any Leader or Synapse requirements for your Tyranid Kill Team.

Common Abilities and Options

Floating Horror:
This operative ignores vertical distance while climbing.

Winged Tyranid Prime
A 3
M 12"
S 3+
W 18
Weapons
ATK
HIT
DMG
Spine Volley (8", Ceaseless)
4
3+
3/4
Prime Talons (Rending)
5
3+
5/7
Abilities
Alpha PredatorSynaptic CommanderWinged Hunter

Alpha Predator: Once per Turning Point, this operative may perform a free Dash after incapacitating an enemy operative.

Synaptic Commander: Friendly Tyranid operatives within 6" may re-roll one attack die during shooting or combat.

Winged Hunter: This operative ignores vertical distance while moving and may Fly over enemy operatives and terrain during movement.

Fly, Synapse, Leader, Tyranid, Warrior
Screamer Killer
A 2
M 8"
S 3+
W 50
Weapons
ATK
HIT
DMG
Bio-Plasma Scream (6", Splash 2")
5
4+
4/5
Monstrous Claws (Brutal)
6
3+
6/8
Abilities
Frenzied ChargeTerror Incarnate

Frenzied Charge: After charging, gain one additional melee attack for that combat.

Terror Incarnate: Enemy operatives within 3" suffer -1 APL while contesting objectives or in the open.

Monster, Tyranid, Terror
Neurotyrant
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Parasite (6", Stun)
4
3+
3/4
Psychic Lash (9" Psychic, Lethal 5+)
5
3+
4/6
Abilities
Floating HorrorShadow in the Warp

Shadow in the Warp: Once per Turning Point, force one visible enemy operative within 8" to subtract 1 from all hit rolls until the end of its activation.

Synapse, Psyker, Tyranid, Leader
Neuroloid
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Neuro Pulse (6", Stun)
3
4+
2/4
Abilities
Floating Horror
Synapse, Tyranid, Drone, Fly
Psychophage
A 2
M 6"
S 3+
W 40
Weapons
ATK
HIT
DMG
Acid Maw (6", Torrent 2")
4
4+
4/6
Harvester Talons (Balanced)
5
3+
5/7
Abilities
Hive BeastPsychic ConsumptionWarp Devourer

Hive Beast: Whenever an operative is shooting this operative, ignore the Piercing weapon rule. This models reduces all damage it recives by 1, to a minimum of 3.

Psychic Consumption: Enemy Psykers within 6" suffer -1 to hit.

Warp Devourer: Whenever this operative incapacitates an enemy operative, regain D3 lost wounds.

Monster, Tyranid, Psyker Hunter
Von Ryan's Leaper
A 2
M 9"
S 4+
W 18
Weapons
ATK
HIT
DMG
Mantis Talons (Lethal 5+)
5
3+
4/6
Abilities
Hidden PredatorPounce

Hidden 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.

Pounce: After a Charge, enemy operatives cannot Fall Back until the end of the Turning Point.

Vanguard, Tyranid, Stealth
Barbgaunt
A 2
M 5"
S 4+
W 10
Weapons
ATK
HIT
DMG
Barblauncher (12", Heavy, Blast 1")
5
4+
3/4
Clawed Limbs
3
4+
2/3
Abilities
Suppression Organism

Suppression Organism: Enemy operatives hit by the Barblauncher subtract 1" from movement until the end of the Turning Point.

Tyranid, Heavy Gunner
Neurogaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Chittering Claws
3
4+
2/3
Abilities
Disposable OrganismSynaptic Echo

Disposable Organism: The first retained normal hit against this operative each combat is discarded.

Synaptic Echo: While within 6" of a Synapse or Leader operative, this operative gains +1 APL and can attack twice.

Tyranid, Gaunt, Synapse Thrall
Neurogaunt Node Beast
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Node Claws
4
4+
3/4
Abilities
Obedience PulseSynaptic Hub

Obedience Pulse: Once per Turning Point, activate one nearby Neurogaunt immediately after this operative.

Synaptic Hub: Friendly Neurogaunt operatives within 6" gain a 5+ invulnerable save.

Tyranid, Synapse, Gaunt
Termagant
A 2
M 6"
S 5+
W 8
Weapons
ATK
HIT
DMG
Fleshborer (8" Ceaseless)
4
4+
3/4
Claws and Teeth
3
5+
2/3
Abilities
Endless Swarm

Endless Swarm: When this operative is incapacitated, roll one D6. On a 6, place it back into reserves it can rejoin the fight during the next turning point.

Tyranid, Gaunt, Trooper
Ripper Swarm
A 2
M 5"
S 6+
W 9
Weapons
ATK
HIT
DMG
Ravenous Jaws (Relentless)
5
4+
2/4
Abilities
Burrow

Burrow: At the end of any Turning Point, deploy it anywhere more than 6" from enemy operatives.

Swarm, Tyranid, Burrower
Equipment
Ploys

Strategic - Hive Nest:
At the start of each turning point, after the first, you roll 1 D3 per Hive Nest, then place that many (Marksmen) or (Brawler) operatives at the sight of each Hive Nest.

To close a Hive Nest you must have 1 operative with control range of the Hive Nest, they must then expend an action point to close the nest.


Strategic - Swarm Instinct:
When this operative is activated, if another friendly Tyranid operative is available, you may immediately activate that operative after this activation ends.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.