Tyranid NPO's

Homebrew by Fendra

A collection of tyranid NPO's that I have enhaned a little with extra rules here and there

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Composition
Common Abilities and Options

Behaviour:
Behaviour: This NPO must remain in it's own territory at all cost, while doing so it bombard its enemies with ranged psychic attacks. 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.

Fall back Shoot Reposition towards the closest player operative, to cover if possible and remaining in it's drop zone or territory (a subsequent Dash action can fulfil this, if able). Fight

New Ability:

Neurotyrant
A 4
M 5"
S 4+
W 32
Weapons
ATK
HIT
DMG
Psychic Bombardment (Psychic Bombardment*, Lim 1)
4
4+
*
Psychic Lash (Piercing 2, Dev 2, Stun)
4
4+
3/3
Psychic Scream (Torrent 2", Sat)
6
2+
5/5
Claws and Lashes
5
4+
2/3
Abilities
1AP: *Psychic BombardmentBehaviourSplit activation & TyrantWarped Reality

*Psychic Bombardment (1AP): Don’t select a valid target. Instead, place your Bombardment marker visible to this operative, or on Vantage terrain of a terrain feature that’s visible to this operative. That marker gains 1 Psychic point, then roll attack dice: it gains 1 additional Psychic point for each success (to a maximum of 3 additional points). Separately inflict D3 damage on each operative wholly within x" of that marker, where x is that marker’s Psychic points. Then the action ends.

Split activation & Tyrant: Split activation: Once per turning point, while it's activated, the Neurotyrant may end its activation early, but it remains ready to be activated. It then cannot be activated until at least D3+3 activations have passed, or it's the last to be activated. If it uses 3 actions in its first activation, only activate it if it can use the shoot action with it's last activation.

Tyrant: During this operatives activation, it may shoot no more than twice per turning point. It must use different weapons for each shoot action, with the exception of "Psychic Lash"

Warped Reality: Whenever an operative is within x" of your Psychic Bombardment marker worsen the Hit stat of its weapons by 1 and subtract 2" from its Move stat. This is cumulative with being injured. X is that marker’s Pulsa points. In the Ready step of each Strategy phase, subtract 1 from your Psychic Bombardment’s points. If the marker ever has 0 points, remove it.

Tyranid Warrior
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Biocannon (Blast 1")
4
4+
3/4
Claws & Talons (Piercing 1)
4
4+
4/5
Abilities
BehaviourPsychic backlash (on death effect)

Psychic backlash (on death effect): When this operative is removed from the killzone, inflict D3 damage to each other TYRANID operative that has less than 8 starting wounds.

Von Ryan's Leaper
A 3
M 7"
S 5+*
W 12
Weapons
ATK
HIT
DMG
Leaper’s talons (Balanced)
5
3+
4/5
Abilities
Behaviour1AP: CloakingPredatory Bioform

Cloaking (1AP): Whenever this operative operative has a Conceal order and it has used this action, it cannot be visible to enemy operatives more than 8" from it until it takes another action. (this takes precedence over all other rules).

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

Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Pincer Tail (Silent)
4
3+
3/4
Scything Talons
5
3+
4/5
Abilities
Behaviour2AP: BurrowPredatory Xenoform

Burrow (2AP): Whenever this operative performs this action it moves, don’t move it as normal. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat +1" horizontally of its original location, but it cannot be set up on top of vantage terrain. (It can be setup in control range of other operatives.)

This action counts as using the reposition action.

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

Ripper Swarm
A 2
M 6"
S 7+
W 20
Weapons
ATK
HIT
DMG
Claws and teeth (Shock, *Diminishing)
6
4+
1/2
Abilities
*DiminishingBehaviourLow to the ground

*Diminishing: When this operative is wounded, reduce the amount of attacks it can do with its melee weapons by 2

Low to the ground: 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".

Neuroloid
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Psychic blast
Focussed (Psychic, Saturate)
4
4+
2/4
Wide (Rng8", Blast 1", Psychic, Saturate)
4
4+
2/4
Lash
3
5+
2/3
Abilities
BehaviourFlyNew AbilitySynapse boost

Fly: This NPO ignores vertical distance when moving.

Synapse boost: Each time a friendly Tyranid NPO is activated, if it is injured and within 6" of this NPO, for that activation, ignore any changes to the stats of that NPO from being injured.

Additionnaly, each time a friendly Tyranid NPO Shoots, Fights, or Retaliates while within 6" of this operative, add 1 to the NPO's to hit stats.

Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
New Ability
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Shardlauncher (Blast 1")
4
4+
3/4
Strangleweb (Rng 8", Torrent 1", Stun, Saturate)
5
2+
1/2
Spike Rifle (Heavy, Dev 2, Bal)
4
4+
3/3
Spinefists (Rng 12")
5
4+
3/4
Claws and teeth
3
4+
2/3
Abilities
BehaviourGroup activation (Default weapons only)

Group activation (Default weapons only): Whenever this operative is expended, you must then activate one other ready friendly TYRANID Termagant operative with aother default weapon (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).

Gargoyle
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws and teeth
4
5+
2/3
Abilities
BehaviourFly & Winged ability

Fly & Winged ability: This NPO ignores vertical distance when moving.

While respositioning, this operative can use the shoot action, after finishing the shoot action, it can resume its reposition action with it's remaining movement.

Equipment
Ploys
TacOps