Typhon NPOs (Expanded)

Homebrew by seantoast

Additional Tyranid NPO cards for use with Typhon Joint Ops

100% positive
Composition

Deploy NPOs for Typhon Joint Ops as defined by the rules, official or otherwise.

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.

  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.

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

Biological Camouflage:
When this unit has a conceal order, it cannot be selected as a valid target when further than 12", and is treated as obscured between 6-12".

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
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
Tier 1
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".

Tier 1
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)
5
4+
3/5
Claws and Teeth
3
4+
2/3
Abilities
Behavior
Tier 2
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).

Tier 2
Genestealer
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+,)
5
3+
4/6
Abilities
Behavior
Tier 2
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviorPredatory Xenoform
Tier 3
Warrior (Fighter)
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
4/6
Abilities
BehaviorPredatory Xenoform
Tier 3
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
Tier 3
Warrior (Prime)
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Devourer
5
3+
3/4
Bonesword (Lethal 5+)
3
2+
4/6
Lash Whip (Rng 3", Stun)
4
2+
3/4
Abilities
BehaviorPredatory Xenoform
Tier 3
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.

Tier 4
Prime
A 3
M 7"
S 4+
W 21
Weapons
ATK
HIT
DMG
Tail Blade (Rng 3", Rending, Silent)
4
3+
3/4
Scything Talons (Rending, Balanced)
5
3+
4/5
Abilities
BehaviorNeuropredatory CrestPredatory Xenoform

Neuropredatory Crest: Whenever determining control of a marker, treat the total APL stat of enemy operatives that contest it as 1 lower if at least one of those enemy operatives is within 3" of this operative. Note this isn’t a change to the APL stat, so any changes are cumulative with this. Whenever an enemy operative is within 3" of this operative:

  • Your opponent must spend 1 additional AP for that enemy operative to perform the Pick Up Marker and mission actions.
  • Your opponent cannot re-roll their attack or defence dice for that operative.
Tier 4
Lictor
A 3
M 7"
S 3+
W 17
Weapons
ATK
HIT
DMG
Scything Talons & Rending Claws (Rending, Punishing)
5
3+
4/5
Abilities
BehaviorBiological Camouflage1AP: Tactical Retreat

Tactical Retreat (1AP): Activate only after a fight action. This unit may perform a free Fall Back action and change to a Conceal order.

Tier 4
Neurolictor
A 3
M 7"
S 3+
W 15
Weapons
ATK
HIT
DMG
Scything Talons & Rending Claws (Severe, Shock)
5
3+
4/5
Abilities
BehaviorBiological CamouflagePsychological Saboteur

Psychological Saboteur: While an enemy unit is within 5" of this model, it cannot reroll any dice. Additionally, nearby TYRANID units within 5" gain the Balanced weapon rule when fighting.

Tier 4
Broodlord
A 3
M 7"
S 4+
W 26
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+, Rending)
5
3+
4/5
Abilities
BehaviorHypnotic GazeVicious Insight

Hypnotic Gaze: When this NPO fights a player operative, for each attack from that player operative subtract 1 from the Hit roll.

Vicious Insight: When this unit is within 8" of other TYRANID operatives, those units gain the Ceaseless weapon rule when fighting.

Tier 5
Old One Eye
A 3
M 5"
S 5+
W 35
Weapons
ATK
HIT
DMG
Carnifex Talons & Crushing Claws (Brutal)
5
3+
5/6
Abilities
Adaptive RegenerationBehaviorFerocious ChargeMonstrous SizePredatory Xenoform

Adaptive Regeneration: At the beginning of each activation, this operative regains D3 lost wounds. If this operative lost 10 or more wounds since the last activation, instead regain 2D3 lost wounds.

Ferocious Charge: Whenever this operative finishes moving during the Charge action, inflict D3 damage to each operative within its control range.

Monstrous Size: This operative cannot be given a Conceal order.

Tier 5
The Swarmlord
A 3
M 6"
S 4+
W 30
Weapons
ATK
HIT
DMG
Synaptic Pulse (Rng 8", Stun, Lethal 5+)
5
3+
3/4
Bone Sabres (Relentless, Brutal, Shock)
5
2+
4/6
Abilities
Apex XenoformBehaviorDomination of the Hive MindHive Commander1AP: Psychic Disruption

Apex Xenoform: This operative can perform two Fight actions or two Shoot actions during its activation.

Domination of the Hive Mind: When this NPO is present on the battlefield, the GM may take control of all other NPOs directly, performing whatever actions necessary to ensure the defeat of the player Kill Team.

Hive Commander: When this NPO is placed on the battlefield, draw three Typhon Event Cards.

Psychic Disruption (1AP): Select a player operative. That operative cannot cannot be activated next. If there are no other operatives available to be activated by the players, this ability has no effect. This ability can only be used twice per battle, and the second use costs 2 AP.

Tier 5
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 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.