Tervigon boss fight

Homebrew by WayneNoble

Boss Fight

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Composition

1 Tervigon

8 Termagant

Common Abilities and Options

Synapses:
Whenever a friendly HIVE FLEET operative is within 6" of a HIVE FLEET Synapse operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Behaviour:
This NPO will move to an ideal position to shoot the enemy. When activated, if it can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  1. Fall Back to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location where there's an objective marker visible to this NPO.
  2. Shoot.
  3. Reposition to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate to better win the mission (a subsequent Dash action can fulfil these, if able).
  4. Dash to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate to better win the mission.
Tervigon
A 6
M 6"
S 4+
W 65
Weapons
ATK
HIT
DMG
Stinger Salvoes (Long Range 24", Blast 3)
8
4+
2/3
Stinger Salvoes (Short Range 12", Piercing 1)
8
4+
2/3
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - Large1AP: RegenerationSpawn TermagantsSynapsesSynaptic BondTowering Size
Options
Behaviour: Battler

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Large: ### Weapon and Option Selection

  • Select three weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

Regeneration (1AP): This operative regains 1D6+1 wounds.

Spawn Termagants: During the Strategy phase role 1D6+2 dice, then place that many Termagant operative models with in 1" of the Tervigon operative.

Synaptic Bond: All Termagants with weapons with in 6" of this operative have the Lethel 5+ rule.

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

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.

  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. Shoot.
  5. Dash towards the closest player operative, to cover if possible.
NEMESIS, LEADER, TYRANID, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
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
BehaviourSynapses
TYRANID, NEMESIS, HIVE FLEET
Equipment
Ploys

Firefight - Smarter then they look.:
All friendly tyranid operatives within 8" my immediately make a fall back action for free when a enemy operative is activated.


Strategic - Barrage:
All Friendly tyranid operatives within 6" of the Tervigon operative can preform one free shooting action until the end of the turning point.


Strategic - Lurking:
Untill the end of the turning point friendly tyranid operatives have the silent rule.


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.