Tyranid NPO Operatives

NPO list including some Nemesis operatives. Points costs included create initial groups for Joint/Adversary Ops.

100% positive
Composition
Common Abilities and Options

Behaviour: Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a conceal order. Priorities:

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

Points: 1:

Behaviour: Brawler:
This NPO will move towards the enemy to Fight them, but will seek cover on its way. When activated, if it will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, give it a Conceal order. Priorities:

  1. Fight.
  2. Charge the closest player operative via the shortest possible route.
  3. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
  4. Dash towards the closest player operative, to cover if possible.

Points: 2:

Fly:
Whenever a GARGOYLE operative performs an action in which it moves, it can FLY. If it does so, do not move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring horizontal distance only. Note that it gains no additional distance when performing the Charge action.

It must be set up in a location it can be placed, and unless it was the Charge action, it cannot be set up within control range of an enemy operative. In a killzone that uses the Close Quarters rules (e.g. killzone Gallowdark), you cannot measure the distance over or through wall terrain, and that operative cannot be set up on the other side of an access point (in other words, it cannot FLY through an open hatchway).

Points: 3:

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

Control: 4:

Nemesis NPO:
- Extra Defence. Whenever an operative shoots this operative, collect and roll one additional defence dice, unless it's injured.

  • Twin Activation. Activates twice per turning point (a player's nemesis can't activate again until all other friendly operatives are expended; max 12" move and 5AP per turning point).
  • Mission Actions. Cannot perform mission actions other than Operate Hatch and Breach.
  • Bulky. Can't stand on Vantage terrain >2" up; Fight control range may use 1" horizontal / 4" vertical; can move through non-NEMESIS operatives; ignores APL changes.
  • Towering. Can't be given a Conceal order; can't be in cover or obscured by terrain <3" tall; can be shot while within control range of friendlies; moves through terrain <2" tall.

Points: 5:

Shrouded:
Whenever an operative is shooting this operative from more than 8" away, attack dice cannot be re-rolled.

Will of the Hive Mind:
Ignore the changes to this operative's stats from being injured (including its weapons' stats).

Control: 6:

Points: 10:

Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Devourer (Tor 1")
4
4+
3/4
Spinefists (Rng 8")
5
3+
2/3
Shardlauncher (Blast 1")
4
4+
3/4
Spike rifle (PrcCrit1)
4
4+
3/4
Strangleweb (Dev2, Tor 1")
4
4+
2/3
Claws & teeth
3
4+
2/3
Abilities
Behaviour: MarksmanPoints: 1Weapon Options

Weapon Options: This NPO has claws & teeth and either a fleshborer, devourer, or spinefist. 1 in 3 can have a ranged weapon marked with an asterisk instead of a fleshborer, devourer, or spinefist. Note that if a weapon with an asterisk has multiple profiles, it's still the same ranged weapon.

Tyranid, Termagant, NPO
Genestealer
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour: BrawlerPoints: 2
Tyranid, Genestealer, NPO
Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour: BrawlerPoints: 1
Tyranid, Hormagaunt, NPO
Gargoyle
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Blinding venom
3
4+
2/3
Abilities
Behaviour: MarksmanFlyPoints: 1
Tyranid, Gargoyle, NPO
Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & teeth
5
4+
1/2
Abilities
Behaviour: BrawlerPoints: 1
Tyranid, Ripper Swarm, NPO
Von Ryan's Leaper
A 2
M 7"
S 5+
W 12
Weapons
ATK
HIT
DMG
Scything talons
5
3+
4/5
Abilities
Behaviour: BrawlerPoints: 3Predatory Xenoform
Tyranid, Von Ryan's Leaper, NPO
Ravener
A 3
M 7"
S 5+
W 20
Weapons
ATK
HIT
DMG
Scything talons
5
3+
4/5
Abilities
Behaviour: BrawlerPoints: 3Predatory Xenoform
Tyranid, Ravener, NPO
Barbgaunt
A 2
M 6"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher (mobile) (Blast 2")
5
4+
3/5
Barblauncher (stationary) (Blast 2", Ceaseless, Hvy)
5
4+
3/5
Claws & teeth
3
4+
2/3
Abilities
Behaviour: MarksmanPoints: 2
Tyranid, Barbgaunt, NPO
Lictor
A 5
M 7"
S 4+
W 35
Weapons
ATK
HIT
DMG
Lictor claws and talons (Ceaseless, Rnd)
5
3+
5/6
Abilities
Behaviour: BrawlerControl: 4Nemesis NPOPoints: 5ShroudedWill of the Hive Mind
Tyranid, Lictor, Nemesis NPO
Winged Tyranid Prime
A 5
M 6"
S 4+
W 35
Weapons
ATK
HIT
DMG
Prime talons (Ceaseless)
6
3+
4/6
Abilities
Behaviour: BrawlerControl: 4FlyNemesis NPOPoints: 5Will of the Hive Mind
Tyranid, Tyranid Prime, Nemesis NPO
Screamer-Killer
A 5
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Bio-plasmic scream (Blast 2", Hvy(Repos), Prc1)
4
4+
5/6
Screamer-killer talons (Relentless)
6
3+
4/6
Abilities
Behaviour: BrawlerControl: 6FuryNemesis NPOPoints: 10Will of the Hive Mind

Fury: This operative's melee weapons have the Ceaseless weapon rule; if a weapon already has it, it gains Relentless instead. Worsen the Hit stat of this operative's ranged weapons by 1. These changes have been incorporated into the weapon statistics above.

Tyranid, Carnifex, Nemesis NPO
Hive Tyrant
A 5
M 6"
S 4+
W 75
Weapons
ATK
HIT
DMG
Heavy venom cannon (Blast 2", PrcCrit1)
5
3+
4/6
Stranglethorn cannon (Blast 2", Lethal 5+)
5
3+
3/5
Monstrous scything talons (Ceaseless)
6
3+
4/6
Monstrous bonesword and lash whip (Lethal 5+, Rnd)
5
3+
5/6
Abilities
Behaviour: BrawlerControl: 6DuellistNemesis NPOPoints: 10Will of the Hive Mind

Duellist: Whenever this operative is fighting or retaliating, you can resolve one of its successes before the normal order. If you do, that success must be used to block.

Tyranid, Hive Tyrant, Nemesis NPO
Broodlord
A 5
M 7"
S 4+
W 35
Weapons
ATK
HIT
DMG
Rending claws (Ceaseless, Rnd)
5
3+
5/6
Abilities
Behaviour: BrawlerControl: 4Nemesis NPOPoints: 5ShroudedWill of the Hive Mind
Tyranid, Broodlord, Nemesis NPO
Equipment
Ploys
TacOps