void starved predators

Homebrew by henry

faction rule:

  • instead of deploying your models like normal instead deploy your 12 lifesign markers
  • Your lifesign markers are either a false reading or a true reading you have an amount of true reading markers as you have models and false reading markers enough to make you have 14 markers (eg.8 true reading and 6 false readings). Keep the markers upside down so your opponent does not know what maker is a false reading or true reading. When deployed these markers are given conceal orders and if they swap to engage reveal what type of marker it is if its a true reading place an operative you control as close as you can to where they marker was (you can only deploy models this way if they haven't already been deployed this way, when an enemy operative can see one of your markers that marker is flipped to engage. Deployed models are concealed and when they are deployed they can immediately perform a dash action, if they do they have 1 less apl on their next turn. Markers can only perform the reposition, dash and open door. When all true reading markers have been flipped over remove all lifesign markers from the battlefield
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Composition

Can take 8 of these operatives Genestealer Genestealer bulwark bioform Genestealer reaperfex bioform patriarch* You can include any amount of genestealers but only 2 bulwark bioforms and 2 reaperfex bioforms, you can only include 1 patriarch *this model counts for 2 models

Common Abilities and Options

bioform vanguard predators:
if this model was deployed this turn if it is a bulwark its melee weapons gain rending or if its a reaperfex it gains severe

genestealer
A 2
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
claws and talons (rending)
5
3+
3/5
Abilities
predatory infiltratorsvanguard predators

predatory infiltrators: strategic gambit: if this operative is concealed and not within line of sight of any enemy operatives place down a two lifesign markers, one that is a true reading and one that is a false reading then remove this operative from the killzone it can be redeployed when a true reading token is revealed.

any damage this model has taken is removed at the end of the turningpoint (if it is deployed this turning point it redeploys with the damage and does not heal)

vanguard predators: if this operative was deployed this turn its claws and talons have balanced

tyranid, genestealer
genestealer bulwark bioform
A 2
M 7"
S 4+
W 10
Weapons
ATK
HIT
DMG
claws and crushing talons (brutal)
5
3+
4/5
Abilities
bioform vanguard predatorsthick armour

thick armour: when this operative recieves damage from an attack roll if it deal more then 3 damage roll a d6 on a 5+ this model takes 1 less damage. once per game ignore 1 instance of normal damage.

tyranid, genestealer
genestealer reaperfex bioform
A 3
M 7"
S 5+
W 8
Weapons
ATK
HIT
DMG
claws and talons (rending)
5
3+
3/5
Abilities
bioform vanguard predators1AP: tendrils

tendrils (1AP): when this operative incapacitates an enemy operative you many preform this action, if it does this operative may gain either balanced if its weapons dont have balanced, ceasless if its melee weapons have balanced or relentless if its melee weapons have ceasless.

tyranid, genestealer
patriarch
A 4
M 6"
S 4+
W 21
Weapons
ATK
HIT
DMG
claws (rending, relentless)
5
3+
5/6
Abilities
alpha predator1AP: into shadow2AP: mind controlmonster1AP: synaptic command

alpha predator: Whenever an operative is shooting this operative, ignore the Piercing weapon rule. 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

into shadow (1AP): change this operatives order

mind control (2AP): PSYCHIC

Select one enemy operative visible to and within 2" of this operative. Both players roll 1D6 and add their respective operative's APL stat to the total. If your total is higher than your opponent's you can resolve this action's second effect.

Until the end of the activation, that enemy operative is a friendly operative (an enemy operative for you opponent), you can change its order and it can immediately perofrm one free action. It cannot perform an action in which it moves other than Dash (in which case specify the location for your opponent to move this operative to). You can only resolve this action's second effect once per battle.

This operative cannot perform this action while within control range of an enemy operative, unless the only enemy operative it is within control range of is selected for this action.

monster: This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding Into Shadow and Mind Control). Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover. While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any)

synaptic command (1AP): this operative can preform this action once per turningpoint. every lifesign marker can swap places with another lifesign marker, all genestealer operative in the killzone can either dash or preform a charge action but they cannot move more then 3".

patriarch, tyranid, leader, psyker
Equipment

rending claws biomorph:
genestealer models melee weapons gain lethal 5+ if they preformed a charge action this turningpoint


scything talons biophorm:
genestealer models melee weapons do 1 more normal damage (does not effect bulwarks)


feeding tendrils:
when an enemy operative is incapacitated whilst within control range of one or more friendly genestealer operatives they may either heal d3+2, preform a free dash action or may roll a d6 on a 5+ gain a command point unless that model has the leader keyword in which case gain 1 command point.


adrenal sac:
if a friendly genestealer operative has not used both its actions during a turningpoint or it killed an enemy operative and still has attack dice in the attack pool it gets an adrenal sac token during any turningpoint but the turningpoint it got the token it can remove an adrenal sac token during its activation to gain an action or preform a free dash or charge action but cannot charge more the 3" if it is not the first time this model has charged. a genestealer model can have 3 adrenal sac tokens at any one time but can only use 2 a turn but they cannot gain more the 1 action this way. (reaperfex operatives cannot gain an extra action with this equipment)


Ploys

Firefight - hyper advanced predator:
when a friendly genestealer operative activates you can use this ploy, if you do the operative can ignore the first upwards movment it preforms that turn and if this model charges its melee weapons gain shock


Firefight - enhanced senses:
when a friendly operative is being shot at you can use this ploy that operative counts as being in cover and is -1 to hit for that action


Firefight - death frenzy:
when a friendly genestealer operative is incapacitated you can use this ploy if you do an enemy operative within control range takes D3+1 damage


Firefight - leap from the shadows:
use this ploy when a friendly operative is deployed it can imediantly preform a charge action but cannot move more then 3"


Strategic - creeping in the dark:
every friendly operative not within line of sight of an enemy operative can preform a dash action (does include lifesign markers), they cannot end in line of sight of an enemy operative unless they have the engage order.


Strategic - void hunters mark:
select an enemy operative and give them the hunters mark token when a friendly operative fights an enemy operative with a hunters mark token their weapons gain punishing, if an enemy operative with a hunters mark dies the operative that incapacitated that operative may preform a free charge action and can preofrm a free fight action even if it already has preformed that action this activation.


Strategic - New Ploy:


Strategic - manipulation of the mind:
pick up to 3 enemy operative within 8" of a friendly genestealer operative or lifesign marker that enemy operative has one less action for the turningpoint.


Strategic - hidden out of sight:
remove up to 3 friendly genestealer models from the battlefield and place 2 lifesign markers for each removed model as close as you can to each removed model half have to be true reading and half false readings, those kodels can be redeployed when a true life reading amrker is revealed. operative removed this way reagin all lost wounds at the end of the turning point unless redeployed this turningpoint.


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.


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.