Combat Patrol Tyranids

Homebrew by 0ff7h3w411

A kill team formed from the Hatchette Combat Patrol Collection

100% positive
Composition

1x Winged Tyranid Prime

10 selections from the following list

  • Termgaunt
  • Ripper swarm
  • Von Ryan's Leapers (counts as 2 selections)
  • Barbgaunts (couns as 2 selections)
Common Abilities and Options

Group Activation:
Whenever this operative is expended, you must then activate any other ready friendly TERMAGANT 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 as specified with this rule).

Winged Tyranid Prime
A 3
M 10"
S 3+
W 18
Weapons
ATK
HIT
DMG
Prime Claws (PrcCrit1, Dev2)
6
2+
4/4
Abilities
Final VengeanceFly

Final Vengeance: If defeated during a fight with combat dice remaining, make one final attack before removing from the combat zone

Fly: When performing reposition, dash, or charge, ignore all terrain during measurement and vertical movement is not added towards measurements

Fly, Xeno, Tyranid, leader
Von Ryan's Leapers
A 3
M 8"
S 3+
W 15
Weapons
ATK
HIT
DMG
Leapers Talons (PrcCrit1)
6
3+
4/5
Abilities
Fights FirstInfiltrator

Fights First: This unit has the option to make the first attack in a fight

Infiltrator: During game set up, this model can be deployed anywhere on the battlefield more than 9 inches away from enemy deployment zones

Xeno, Tyranid
Barbgaunts
A 3
M 6"
S 4+
W 15
Weapons
ATK
HIT
DMG
Barb Launcher (Blast1, hvy, Disruptive Bombardment*)
6
4+
4/6
Chitinous Claws and Teeth
4
4+
3/4
Abilities
Disruptive Bombardment*

Disruptive Bombardment:* When an enemy unit takes damage from this weapon the damaged unit loses 2" of movement

Xeno, Tyranid
Termagants
A 2
M 6"
S 4+
W 9
Weapons
ATK
HIT
DMG
Fleshborer
5
4+
3/4
Chitinous Claws and Teeth
3
4+
3/4
Abilities
Group Activation
Xeno, Tyranid
Ripper Swarm
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Chitinous Claws and Teeth (Ceaseless)
6
4+
3/3
Abilities
1AP: Ceaseless SwarmGroup Activation

Ceaseless Swarm (1AP): During an activation heal all friendly RIPPER SWARM operatives within 3" by 1d3

Xeno, Tyranid
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.