Synaptic Lance Tyranids
Composition
A SYNAPTIC LANCE Kill Team is composed of:
1 NEUROTYRANT
2 NEUROLOID operatives
1 NODEBEAST
10 NEUROGAUNT operatives.
Common Abilities and Options
Expendable Biomatter:
- In the Strategy Phase of each Turning Point after the first, as a Strategic Gambit you must use this ability as your first selection. Roll 1d6 for each Neurogaunt operative that was incapacitated in the previous Turning Point. For each result of 4+ you may set up a Neurogaunt operative to the battlefield wholly within your drop zone, outside of the Control Range of enemy operatives and with 2d3 wounds remaining (roll separately for each). Operatives must be issued an Engage order when set up in this manner.
- Operatives set up in this manner are never set up with any tokens and rules effects it had before its previous incapacitation (e.g. Poison tokens, APL stat changes, being implanted, etc.).
Will of the Hive:
- SYNAPSE operatives ignore any / all modifiers as a result of being Injured
- Friendly operatives starting their Activation within 6” of a SYNAPSE creature are treated as a SYNAPSE creature themselves until the end of their activation.
Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly SWARM operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).
NEUROTYRANT
A 3
M 6"
S 4+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lashes (Rng 6", Torrent 2", Ceaseless) | 5 | 2+ | 2/2 |
| Psychic Lash | |||
| Focused (Devastating 2, Seek Light) | 5 | 3+ | 3/3 |
| Blast (Blast 2") | 4 | 3+ | 2/3 |
| Claws (Lethal 5+) | 4 | 3+ | 4/5 |
Abilities
Expendable Biomatter1AP: Manifest Psychic PowerTyrannicalWill of the HiveNEUROLOID
A 2
M 6"
S 6+
W 5
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lashes (Range 3") | 5 | 2+ | 1/2 |
| Tendrils | 4 | 5+ | 1/2 |
Abilities
Expendable BiomatterSynaptic BufferWill of the HiveNODEBEAST
A 2
M 6"
S 6+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws and Teeth (Balanced) | 4 | 4+ | 2/3 |
Abilities
Expendable BiomatterGroup ActivationWill of the HiveNEUROGAUNT
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws and Teeth (Balanced) | 4 | 4+ | 2/3 |
Abilities
Expendable BiomatterGroup ActivationWill of the HiveExtended Chitin
Each time a shooting attack is made against a friendly SWARM operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
Feeder Tendrils
Once per Turning Point, when a friendly SWARM operative incapacitates an enemy operative in combat, it regains D3+1 lost wounds.
Climbing Claws
Whenever a friendly SWARM operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, but would have an effect if the operative then continued climbing higher up the terrain feature.
Psychic Gaze
Friendly PSYKER operatives only. Once per turning point remove the Range special rule from the active operative’s shooting weapons.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Overwhelm
Use this firefight ploy when a friendly SWARM operative is targeted with a Fight action. Select up to two other friendly Nodebeast or Neurogaunt operatives within 3” of that friendly operative to intervene. If the intervening friendly operatives are not within Control Range of an enemy operative, starting with the closest intervening friendly operative you may interrupt that Fight action to perform free Charge actions with them, but they must finish that move within Control Range of only the active enemy operative though it may be in control range of friendly operatives.
Firefight: Assuming Direct Control
Use this firefight ploy when a friendly SWARM operative within 6” of a friendly SYNAPSE operative is activated. Add 1 to the active operative’s APL.
Firefight: Mental Strain
Use this firefight ploy after making a shooting attack with a PSYKER operative in which the target did not lose any wounds. Repeat that shooting attack.
Firefight: Surrounded and Alone
Use this firefight ploy when a friendly SWARM operative is fighting or retaliating and receiving combat support. That SWARM operative’s weapons gain the Brutal rule until the end of the current action.
Strategy Ploys
Strategy: Shadow in the Warp
Roll 1d6 for each enemy operative on the battlefield. On a 4+ subtract 1APL from that operative for the purposes of determining control of an objective until the end of the Turning Point.
This ploy costs 1 additional Command Point each time it is used during the battle (e.g. 1CP the first time, 2CP the second time, etc.).
Strategy: Burrowing Ambush
Place one of your Burrowing tokens within your territory and 3” away from enemy operatives.
Until the end of the battle friendly operatives returned to the battlefield with the Expendable Biomatter ability may be set up wholly within 3” of that token and outside of the Control Range of enemy models. Operatives must be issued an Engage order when returning in this manner.
Strategy: Approaching Swarm
Until the end of the Turning Point, each time a friendly Nodebeast or Neurogaunt fights in combat, it gains the benefits of Combat Support from friendly operatives within 3”.
This is not cumulative with actual Combat Support, i.e. it can only benefit from each other friendly operative once.
Strategy: Frenzied Hunger
Attacks made in combat by friendly operatives against Injured enemy operatives gain the Relentless weapon rule until the end of the Turning Point.
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.
Equipment
Extended Chitin:
Each time a shooting attack is made against a friendly SWARM operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.
Feeder Tendrils:
Once per Turning Point, when a friendly SWARM operative incapacitates an enemy operative in combat, it regains D3+1 lost wounds.
Climbing Claws:
Whenever a friendly SWARM operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, but would have an effect if the operative then continued climbing higher up the terrain feature.
Psychic Gaze:
Friendly PSYKER operatives only. Once per turning point remove the Range special rule from the active operative’s shooting weapons.
Ploys
Firefight - Overwhelm:
Use this firefight ploy when a friendly SWARM operative is targeted with a Fight action. Select up to two other friendly Nodebeast or Neurogaunt operatives within 3” of that friendly operative to intervene. If the intervening friendly operatives are not within Control Range of an enemy operative, starting with the closest intervening friendly operative you may interrupt that Fight action to perform free Charge actions with them, but they must finish that move within Control Range of only the active enemy operative though it may be in control range of friendly operatives.
Firefight - Assuming Direct Control:
Use this firefight ploy when a friendly SWARM operative within 6” of a friendly SYNAPSE operative is activated. Add 1 to the active operative’s APL.
Firefight - Mental Strain:
Use this firefight ploy after making a shooting attack with a PSYKER operative in which the target did not lose any wounds. Repeat that shooting attack.
Firefight - Surrounded and Alone:
Use this firefight ploy when a friendly SWARM operative is fighting or retaliating and receiving combat support. That SWARM operative’s weapons gain the Brutal rule until the end of the current action.
Strategic - Shadow in the Warp:
Roll 1d6 for each enemy operative on the battlefield. On a 4+ subtract 1APL from that operative for the purposes of determining control of an objective until the end of the Turning Point.
This ploy costs 1 additional Command Point each time it is used during the battle (e.g. 1CP the first time, 2CP the second time, etc.).
Strategic - Burrowing Ambush:
Place one of your Burrowing tokens within your territory and 3” away from enemy operatives.
Until the end of the battle friendly operatives returned to the battlefield with the Expendable Biomatter ability may be set up wholly within 3” of that token and outside of the Control Range of enemy models. Operatives must be issued an Engage order when returning in this manner.
Strategic - Approaching Swarm:
Until the end of the Turning Point, each time a friendly Nodebeast or Neurogaunt fights in combat, it gains the benefits of Combat Support from friendly operatives within 3”.
This is not cumulative with actual Combat Support, i.e. it can only benefit from each other friendly operative once.
Strategic - Frenzied Hunger:
Attacks made in combat by friendly operatives against Injured enemy operatives gain the Relentless weapon rule until the end of the Turning Point.
TacOps
Infiltration: Track Enemy
Reveal: The first time you score VP from this op.
Additional Rules:
An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.
Victory Points:
At the end of each turning point after the first:
- If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
- If two or more enemy operatives are being tracked, you score 2VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Plant Devices
Reveal: The first time a friendly operative performs the Plant Device action.
Mission Action: Plant Device (1 AP)
- One objective marker the active operative controls gains one of your Device tokens.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.
Victory Points:
At the end of each turning point after the first:
- If your opponent's objective marker has one of your Device tokens, you score 1VP.
- For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.
You cannot score more than 2VP from this op per turning point.
Infiltration: Steal Intelligence
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.
Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.
Victory Points:
At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.
At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.
Recon: Flank
Reveal: As a STRATEGIC GAMBIT.
Additional Rules:
Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.
Victory Points:
- After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
- In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.
You cannot score more than 2VP from this op per turning point.
Recon: Retrieval
Reveal: The first time you score VP from this op.
Mission Action: Retrieve (1 AP)
- If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
- An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.
Victory Points:
- The first time each objective marker is searched by friendly operatives, you score 1VP.
- At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Recon: Scout Enemy Movement
Reveal: The first time a friendly operative performs the Scout action.
Mission Action: Scout (1 AP)
- Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
- An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.
You cannot score more than 2VP from this op per turning point.