The Red Terror

Homebrew by TheVioletCrime

The Tyranid hive fleets are a plague on galactic life. Pouring from beyon the fringe of known space, the xenos scour world after world, harvesting biomatter to feed their gargantuan hive ships. As more tendrils of the Tyranid menace uncoil across the stars, so Humanity encounters new bioforms they must battle. The Red Terror is such a beast.

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Composition

Note that you do not select your operatives from a list. This kill team’s operatives are specified.

A RED TERROR killteam is composed of every operative in the following list:

  • 1 RED TERROR
  • 1 RIPPER SWARM
  • 9 TERMAGANTS
The Red Terror (Hunt)
A 2
M 6"
S 4+
W 30
Weapons
ATK
HIT
DMG
Pincer Tail (Range 3", Seek)
4
3+
4/5
Scything talons & maw (Swallow Whole)
6
3+
4/6
Abilities
1AP: EmergeSwallow Whole

Emerge (1AP): Remove the Burrow marker from the killzone, then set up this operative where the centre of the marker was. If the Burrow marker isn't in the killzone, set up this operative wholly within your drop zone, with as much of it in the drop zone as possible if the area is too small. As described in its Burrow rule, temporarily remove smaller terrain features and push other operatives (if necessary) to do this.

Subtract 2" from this operative's Move stat until the end of its activation.

This operative cannot perform this action unless its underground (where it starts the battle, or as a result of the Disapper Underground action from the Lurk behavior).

Swallow Whole: Whenever this operative is fighting with this weapon, after it strikes with each critical success, roll one D6: if the result is higher than the enemy operative's remaining wounds, that enemy operative is incapacitated (taking precedence over all other rules) and this operative regains a number of lost wounds equal to the D6 result.

TYRANID, LEADER, THE RED TERROR
The Red Terror (Lurk)
A 2
M 6"
S 4+
W 30
Weapons
ATK
HIT
DMG
Scything talons
6
4+
4/6
Abilities
1AP: Disappear UndergroundRegeneration

Disappear Underground (1AP): Remove this operative from the killzone, then place a Burrow marker where the centre of this operative was. This operative in now underground, gains one Regeneration token, regains all lost wounds and ends its activation. Remove all other tokens and rules effects it had (e.g. Poison tokens, etc.).

This operative cannot perform this action while within 5" of player operatives unless it's within your drop zone. It cannot perform this action unless it's on the killzone floor.

Regeneration: Whenever this operative is activated underground:

  • If it has any Regeneration tokens, discard one of them and end its activation.
  • If it doesn't have any Regeneration tokens, change its behavior to Hunt, determine its order as per that datacard, then continue its activation.
TYRANID, LEADER, THE RED TERROR
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
TYRANID, TERMAGANT
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & teeth
5
4+
1/2
Abilities
Hidden 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".

TYRANID, RIPPER SWARM
Equipment
Ploys

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


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


Firefight - Tail Lash:
Use this fireflight ploy when a friendly Red Terror operative performs the Shoot action and you select its pincer tail ranged weapon. Until the end of the sequence, that weapon has the Range 6" (instead of Range 3") and Ceaseless weapon rules, but loses the Seek weapon rule.


Firefight - Savage Aggression:
Use this fireflight ploy when a friendly Red Terror operative incapacitates an enemy operative during the Fight action Each enemy operative visible to and 3" of that friendly operative must make a stun test. For an operative to take a stun test, rollone D6: on a 3+,subtract 1 from its APL stat until the end of its next activation.


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 up to two if half or more friendly Termagant operatives are incapacitated. You can not have more than 9 Termagant operatives at once.


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


Strategic - Voracious Ammunition:
Whenever a friendly Termagant operative is shooting an enemy operative within 6" of it, its ranged weapon has the Balanced weapon rule.


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


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.