!Psychophage Bossfight

Homebrew by CrunchyTheSkele

Bossfights are cool!! And so are psychophages!!

[[-MISSION RULES-]]

Setup Place Psychophage in centre of the opposing board edge, and place hormigaunts nests 6" off each board corner from opposing board edge. Place D6-1 Tyranid NPO within 9" of the Psychophage, placing any optional Tyranid Warriors at this time. Ensure board features at least one vantage point.

Objective Primary - Defeat the Psychophage. Secondary - Destroy the Gaunt nests

Enemies This mission requires a psychophage and an assortment of NPO Tyanids. Tyranid warriors are not recommended unless you want a challenge

Special rules Gaunt nests: Once per turning point, at the start of the turning point, each gaunt nest will spawn a new tyranid NPO, to a maximum of 6 (normal dif) or 8 (hard dif) (prioritise nests with the closest enemy operative) If an operative is within 1" of a nest, and not in any models engagement zone, they may perform the following action Debilitate Nest (2AP): remove a Gaunt nest within 1" of this operative

Call air support strike: When a friendly operative is upon the highest vantage point, it may make the following action. Call strike (2AP): This operative may select either a Gaunt nest or the Psychophage. If a nest is targeted, remove it from play. If the psychophage is targeted, make the following attack against it. Ranged attack 5 dice, 3+ hitroll, lethal 3+, devestating 3, limited 1, 0/0

97% positive
Composition

AI PSYCHOPHAGE BEHAVIOUR

If outside of charge distance, use behaviour 1 If inside charge distance, use behaviour 2 If phase 2, use behaviour 3

Behaviour 1

  1. Move (move towards largest group of enemies for torrent, then closest, then ready)
  2. Shoot (using targeting from movement step)
  3. Dash (into any nearby cover)
  4. Pass (save it's final AP) (half of hormigaunts activate before second turn)
  5. Shoot (perform a second shooting action at the closest target)

Behaviour 2

  1. Charge (closest possible target, prioritise ready models)
  2. Fight
  3. Pass (save 2AP) (half of hormigaunts activate before second turn)
  4. Fight (fight again if within engagement range, otherwise skip)
  5. Dash (towards next target of within charge distance, if not, dash towards cover)

Behaviour 3

  1. Move (towards closest enemy operative)
  2. Charge (if close enough to enemy operative)
  3. Fight
  4. Fight (fight again if enemy operative not out of action)
  5. Shoot (if any of the above steps can be skipped, then it will do so, and make a shooting action after the fight)
Common Abilities and Options

Bio Stimulus:
After making an attack with this weapon, the target gains a bio stimulus token. When an NPO freindly to the PHYCHOPHAGE operative makes a shooting or figthing action against a model with a bio stimulus token, they gain balanced for the attack, then remove the token.

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. You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time). Per turning point, it cannot move more than 9" and you cannot spend more than 4AP in total for it. This operative cannot use any weapons that aren’t on its datacard, or perform unique actions. Whenever your opponent is selecting a valid target, if this operative cannot use Light terrain for cover. This operative is also still an eligable target for shooting attacks even if it is in melee combat.

PSYCHOPHAGE - Phase 1
A 4
M 6"
S 4+
W 28
Weapons
ATK
HIT
DMG
Psychoclastic torrent (Saturate, Torrent 2", *Bio Stimulus)
4
2+
3/3
Talons and Betentacled Maw (Ceaseless, Punishing, Shock)
5
3+
4/6
Abilities
Bio StimulusEnrageHive Beast

Enrage: When this operative is incapacitated, instead of removing it and it's tokens, retain them and replace this operative with a "PSYCHOPHAGE - Phase 2" operative

Tyranid, Psychophage, NPO, Boss, Phase 1, 120mm x 92mm
PSYCHOPHAGE - Phase 2
A 3
M 8"
S 4+
W 22
Weapons
ATK
HIT
DMG
Psychoclastic torrent (Saturate, Torrent 2", *Bio Stimulus)
4
3+
3/3
Enraged Talons and Betentacled Maw (Brutal, Shock)
6
4+
5/6
Abilities
Bio StimulusHive BeastSavage Rage

Savage Rage: Stategic Gambit: If their is an elegible target for a charge action within range, this model must make a charge action towards that target, priortising the clostest operative.

Tyranid, Psychophage, NPO, Boss, Phase 2, 120mm x 92mm
Termigaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Talons
3
5+
2/3
Tyranid, Termigaunt, NPO, 28.5mm
Hormigaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Sything Talons
4
4+
3/4
Tyranid, Hormigaunt, NPO, 28.5mm
Tyranid Warrior
A 2
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Biocannon
4
4+
3/4
Bio Blades
4
3+
3/5
Tyranid, Tyranid Warrior, NPO, 40mm
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.