Synaptic Lance Tyranids

Homebrew by Cptpanda29

For Tyranid fans who have the Leviathan box. A psychic leaning team of many expendable and returning minions with a powerful Leader.

100% positive
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 Hive

Manifest Psychic Power (1AP): When a SYNAPTIC LANCE operative performs the Manifest Psychic Power action in each of its activations, select one psychic power from the list below to be resolved. Each Psychic Power can only be resolved once per Turning Point.

  • Spirit Leech: Select one enemy operative visible to this operative, if the enemy operative has lost any wounds then they are Injured until the end of its next Activation. If the enemy operative was already Injured before this action then subtract 1 from its APL and it cannot ignore modifiers from being injured until the end of its next Activation.

  • Mind Link: Treat every friendly operative on the battlefield as being within 6” of a Synapse Operative at the start of their activation until the end of the Turning Point.

  • Adaptive Strategy: Select one friendly operative visible to this operative. You may change that operative’s order. This ability cannot target the active operative.

Tyrannical: When an enemy operative makes a Shooting attack targeting this operative, that shooting attack may be allocated to a friendly Neuroloid operative that is within 3” of and visible to the Neurotyrant. During this shooting attack sequence saving throws must be made with the Neuroloid profile and it can never gain the benefits of cover when using this ability. This ability cannot be used against attacks with Blast, Saturate or Torrent. Any or all Devastating wounds taken during this sequence may be allocated to either the Neurotyrant or the chosen Neuroloid at the active player's discretion.

50SYNAPTIC LANCE, GREAT DEVOURER, TYRANID, LEADER, NEUROTYRANT, SYNAPSE, PSYKER, FLY
NEUROLOID
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 Hive

Synaptic Buffer: For the purposes of Dash, Fall Back and Reposition actions enemy operatives treat the distance of this operative’s Control Range as 2” for that action (instead of 1”).

25SYNAPTIC LANCE, GREAT DEVOURER, TYRANID, NEUROLOID, SYNAPSE, PSYKER, FLY
NODEBEAST
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 Hive
28SYNAPTIC LANCE, GREAT DEVOURER, TYRANID, NODEBEAST, SYNAPSE, SWARM
NEUROGAUNT
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 Hive
25SYNAPTIC LANCE, GREAT DEVOURER, TYRANID, NEUROGAUNT, SWARM
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.