Tyranid Typhon NPOs

Homebrew by Killoran23

NPOs for joint ops missions.

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Composition

Use as and when required.

When generating reinforcements, roll 2D6.

2 = Spore Mine.
3 - 4 = Ripper Swarm.
5 - 7 = Hormagaunt.
8 - 10 = Termagant.
11 - 12 = Ravener.

Common Abilities and Options

Behaviour:
1. Shoot. 2. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able). This operative can reposition into enemy control range. A Fallback action is required to escape the spore mine's control range. 4. Dash towards the closest player operative, to cover if possible. This operative can dash into enemy control range. A Fallback action is required to escape the spore mine's control range.

Spore Mine
A 2
M 6"
S 6+
W 3
Weapons
ATK
HIT
DMG
Toxic Explosion (Range 1", Blast 2", Limited 1, Explosive!*)
4
3+
2/3
Flailing tentacles
2
5+
1/1
Abilities
BehaviourBoom!Explosive!Spore Brain

Boom!: Whenever this operative is incapacitated in a battle where it hasn't used Toxic Explosion, roll 1D6. On a 4+ this operative performs a free shoot action before it is removed from the killzone.

Explosive!: This operative can perform the Shoot action with this weapon whilst in control range of an enemy operative. Do not select a valid target, this operative is always the primary target. Once Toxic Explosion is used, this operative is incapacitated.

Spore Brain: This operative must always have an engage order. This operative cannot perform mission actions.

25TYRANID, TYPHON MISSION PACK
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, TYPHON MISSION PACK
Hormagaunt
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
25TYRANID, TYPHON MISSION PACK
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
Behaviour
28TYRANID, TYPHON MISSION PACK
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform

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

40TYRANID, TYPHON MISSION PACK
Equipment
Ploys

Strategic - Reinforcements:
When generating reinforcements, roll 2D6.

2 = Spore Mine.
3 - 4 = Ripper Swarm.
5 - 7 = Hormagaunt.
8 - 10 = Termagant.
11 - 12 = Ravener.


Strategic - Typhon Event Cards:
If Tyranid NPOs win initiative roll, drawn 1 event card. NPOs will always choose to activate first if possible.

If Tyranid NPOs lose initiative roll, draw 2 event cards.


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.