Tyranid NPO Operatives
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:
- 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.
- Shoot.
- 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).
- 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:
- Fight.
- Charge the closest player operative via the shortest possible route.
- Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this).
- 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 OptionsGenestealer
A 2
M 7"
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Rending claws (Rnd) | 4 | 3+ | 4/5 |
Abilities
Behaviour: BrawlerPoints: 2Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons | 4 | 3+ | 3/4 |
Abilities
Behaviour: BrawlerPoints: 1Gargoyle
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: 1Ripper Swarm
A 2
M 6"
S 5+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws & teeth | 5 | 4+ | 1/2 |
Abilities
Behaviour: BrawlerPoints: 1Von 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 XenoformRavener
A 3
M 7"
S 5+
W 20
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons | 5 | 3+ | 4/5 |
Abilities
Behaviour: BrawlerPoints: 3Predatory XenoformBarbgaunt
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: 2Lictor
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 MindWinged 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 MindScreamer-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 MindHive 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 MindBroodlord
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 MindUniversal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes 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.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.