Vardenghast Swarm

Homebrew (Unpublished) by LiquidCitrus

The old tyranid Combat Patrol, now in Kill Team.

Composition
Common Abilities and Options

Synapse:
While this operative is injured and within 6" of a friendly HIVE FLEET operative with the SYNAPSE keyword, do not worsen the hit stat of weapons it is equipped with as a result of being injured. Likewise, if it begins its activation within 6" of a friendly HIVE FLEET SYNAPSE operative, do not subtract 2" from its Movement characteristic as a result of being injured.

Winged:
This operative ignores vertical distance while moving and may fly over enemy operatives and terrain during movement. It may not use this ability with a Conceal order.

Winged Prime
A 3
M 8"
S 4+
W 14
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
4/5
Abilities
Synapse1AP: Synaptic CommandWinged

Synaptic Command (1AP): Select one other friendly HIVE FLEET operative visible to this operative. It can immediately perform any 1 AP action.

50XENOS, TYRANID, HIVE FLEET, SYNAPSE, WINGED PRIME
Parasite of Mortrex
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Clawed Limbs (Ceaseless)
4
4+
3/4
Barbed Ovipositor
4
3+
3/4
Abilities
Parasitic InfestationSynapseWinged

Parasitic Infestation:

40XENOS, TYRANID, HIVE FLEET, PARASITE OF MORTREX
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Synapse
25XENOS, TYRANID, HIVE FLEET, TERMAGANT
Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Synapse
28XENOS, TYRANID, HIVE FLEET, HORMAGAUNT
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
Hidden HorrorsSynapse

Hidden Horrors: 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".

40XENOS, TYRANID, HIVE FLEET, RIPPER SWARM
Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2")
5
4+
3/5
Stationary (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & Teeth
3
4+
2/3
Abilities
Synapse
40XENOS, TYRANID, HIVE FLEET, BARBGAUNT
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
Predatory XenoformSynapse

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

40XENOS, TYRANID, HIVE FLEET, VON RYAN'S LEAPER
Equipment

Feeder Tendrils:
Once per turning point when a HIVE FLEET operative incapacitates an enemy operative in combat, it regains up to 1D3 lost wounds.


Extended Chitin:
Once per turning point, when an operative is shooting a friendly HIVE FLEET operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.


Acid Blood:
Use this rule as a firefight ploy when a friendly HIVE FLEET operative fights or retaliating in melee. After combat is resolved, but before removing any models, immediately make an attack with the ACID BLOOD profile (see below) against enemy operatives in control range of the friendly HIVE FLEET operative. The number of attack dice (noted as X) is equal to the number of hits. Enemy operatives may save as if it were a ranged attack.

ACID BLOOD ATKX HIT5+ DMG2/3


Ploys

Strategic - Endless Swarm:
For each incapacitated friendly TERMAGANT, HORMAGAUNT, and RIPPER SWARM operative, roll 1d6. On a 3+, you may place that friendly operative in your deployment zone with a Conceal order, as if it were the beginning of the battle. This ploy does not apply to any RIPPER SWARM operatives that entered the battle via the PARASITE OF MORTREX operative's PARASITIC INFESTATION rule.


Firefight - Relentless Hunger:
Use this ploy after a friendly HIVE FLEET operative incapacitates an enemy operative in melee. That friendly operative may immediately make a free Charge action to a maximum of 3".


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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.