Nids on Nidus!

Homebrew (Unpublished) by Aikka

This is a custom version of the Terror on Devlan campaign designed to have a "Dungeon Master" controlling the enemies and a lot of DnD influence including lootable items and interactable NPCs shaping the story.

Composition
Common Abilities and Options

Behaviour:
This NPO will move to an ideal position to shoot the enemy. When activated, if it can perform the Shoot action during that activation, give it an Engage order. If it cannot, give it a Conceal order.

  1. Fall Back to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location where there's an objective marker visible to this NPO.
  2. Shoot.
  3. Reposition to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate to better win the mission (a subsequent Dash action can fulfil these, if able).
  4. Dash to cover. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate to better win the mission.

Disruption Bombardment (1AP):
This activation, if an enemy operative is damaged by this operatives Barblauncher that enemy operative may not make a full move action on it's next activation, it may only take a Dash action.

Termagant - 1
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 2
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 3
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 4
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 5
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 6
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 7
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 8
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 9
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Termagant - 10
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & Teeth
3
4+
2/3
Abilities
Behaviour
28TYRANID
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors

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".

40TYRANID
Barbgaunt - 1
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Symbiotic (Rng 8'', Heavy(Dash), Piercing Crits 1)
4
4+
4/6
Explosive (Blast 2", Saturate)
4
4+
3/5
Corrosive (Rng 6'', Devastating 2, Rending)
5
3+
2/1
Claws & Teeth
4
3+
2/3
Abilities
Behaviour1AP: Disruption Bombardment
40TYRANID
Barbgaunt - 2
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Symbiotic (Rng 8'', Heavy(Dash), Piercing Crits 1)
4
4+
4/6
Explosive (Blast 2", Saturate)
4
4+
3/5
Corrosive (Rng 6'', Devastating 2, Rending)
5
3+
2/1
Claws & Teeth
4
3+
2/3
Abilities
Behaviour1AP: Disruption Bombardment
40TYRANID
Barbgaunt - 3
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Symbiotic (Rng 8'', Heavy(Dash), Piercing Crits 1)
4
4+
4/6
Explosive (Blast 2", Saturate)
4
4+
3/5
Corrosive (Rng 6'', Devastating 2, Rending)
5
3+
2/1
Claws & Teeth
4
3+
2/3
Abilities
Behaviour1AP: Disruption Bombardment
40TYRANID
Barbgaunt - 4
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Symbiotic (Rng 8'', Heavy(Dash), Piercing Crits 1)
4
4+
4/6
Explosive (Blast 2", Saturate)
4
4+
3/5
Corrosive (Rng 6'', Devastating 2, Rending)
5
3+
2/1
Claws & Teeth
4
3+
2/3
Abilities
Behaviour1AP: Disruption Bombardment
40TYRANID
Winged Tyranid Prime
A 3
M 12"
S 4+
W 24
Weapons
ATK
HIT
DMG
Prime Talons (Dev 1, Punishing)
6
2+
3/5
Bladed Horn (Lethal 5+, Shock, Brutal)
5
4+
4/5
Abilities
Death BlowNeural LeashRelentless BeastWings

Death Blow: If this operative is incapacitated by a melee attack, if it has not fought this turning point, roll one D6: on a 4+, do not remove it from the killzone. This incapacitated operative can fight after the attacking operative’s unit has finished making its attacks, and is then removed from the killzone.

Neural Leash: Select one enemy operative visible and within 3” of this operative. Roll one D6: on a 4+, that enemy operative performs one Shoot action against another enemy operative that is visible and within 12” of the shooter.

Worsen both dmg stats of that ranged weapon by 1.

An operative controlled by NEURAL LEASH cannot be selected more than once per battle.

This operative cannot perform this action while in conceal or within control range of an enemy operative.

Relentless Beast: Once per battle, This operative can perform two Fight actions during an activation. You must choose a different weapon profile on each of those actions.

Wings: Can ignore vertical distance in movement and attacking.

40Monster
Equipment
Ploys

Strategic - Termagant Reinforcement:
Set up one incapacitated Termagant operative ready with a conceal order in a location it can be placed wholly within your drop zone (it can be placed within control range of enemy operatives) or set up two if half or more friendly Termagant operatives are incapacitated. You cannot have more than 9 Termagant operatives at once.


Strategic - Ripper Swarm Ambush:
If there is no friendly Ripper Swarm operative in the killzone, set one up with a Conceal order in a location it can be placed on the killzone floor wholly within your territory. If a friendly Ripper Swarm operative is already in the killzone, that operative regains all lost wounds instead.


Strategic - Voracious Ammunition:
Whenever a friendly Tyranid operative is shooting an enemy operative within 6'' of it, its ranged weapon has the Balanced weapon rule. (Can re-roll one of your attack dice)


Strategic - Submerged:
Whenever an operative is shooting a friendly Tyranid operative that's more than 3'' from it and on the killzone floor, you can re-roll one of your defence dice.


Firefight - Hive Mind:
Use this firefight ploy when you draw a card to activate a friendly operative. Instead of resolving that card, discard it and draw another.


Firefight - Xenos Frenzy:
Use this firefight ploy during a friendly Monster operative's activation, before or after it performs an action. During that activation it can perform two Fight actions.


Firefight - Savage Aggression:
Use this firefight ploy when a friendly Monster operative incapacitates an enemy operative during the Fight action. Each enemy operative visible to and within 3'' of that friendly operative must take a stun test. For an operative to take a stun test, roll one D6: on a 3+ subtract 1 from its APL stat until the end of its next activation.


TacOps