Hyper adapted vanguard invaders

Homebrew by emilibom

When the hivefleet is preparing to invade a world itll send vanguard invader bioforms to cause havoc to weaken the enemy, what if the enemys to strong, the vanguard invader bioforms will adapt into being something strange but power full.

100% positive
Composition

Common Abilities and Options

Scouts 3" (0AP):
at the start of movement phase this operative can move before anything happens 3"

Acid Infused Von Ryan Leaper
A 2
M 8"
S 4+
W 15
Weapons
ATK
HIT
DMG
Acid Spit (5)
2
3+
5/6
Sharpened Acid Slashers (Melee)
4
4+
3/4
Abilities
1AP: Acid poisoning1AP: Pained shock

Acid poisoning (1AP): When a enemy operative has been hit by the "sharpened acid slashers" you can use this ability to infilict a unsavable wound against the enemy when using a ability for 2 turns.

Pained shock (1AP): When using this operatives "Acid Spit" weapon and it does damage if the enemy operative is still alive remove 1 APL that the operative can use until the end of the next turn

40INFANTRY, TYRANID
Heavy clawed genestealer
A 2
M 4.5"
S 4+
W 13
Weapons
ATK
HIT
DMG
Heavy talons (2/Melee)
2
5+
3/5
light claws (Melee)
4
4+
2/3
Abilities
1AP: Concusion (when hit by "heavy talons"0AP: Scout 3"

Concusion (when hit by "heavy talons" (1AP): When a enemy operative is hit by "heavy talons" roll a d6 on a 2-4 that enemy operative takes a extra damage point but if its a 5-6 till the end of the next turn the enemy operative has -1" to dashes movement and charges.

Scout 3" (0AP): At the start of movement this operative can use a APL to move 3" to move before anything does.

32INFANTRY, TYRANID, HEAVY
neurolictor
A 3
M 8"
S 3+
W 19
Weapons
ATK
HIT
DMG
weak Pshycic blast (18")
3
3+
4/5
charged pshycic blast (only able to be used on turn 3+) (-)
2
3+
6/7
Talons and claws (melee)
4
5+
2/4
Abilities
2AP: Brain melt (start of turn)1AP: Pshycic block

Brain melt (start of turn) (2AP): (only able to be used when not in melee, and this unit cannot charge when this is active) at the start of youre turn you can use this ability to make a 4 inch aura that makes enemy operators make theyre hit rolls -1 against freindly operators that are within 8", and take 1 damage when trying to charge anything while within this range. the aura ends at the start of youre next turn.

Pshycic block (1AP): (youre movement goes down to 4") When rolling saves you can use this ability to roll a d6 on a 1-3 you can block 1 oncoming attack on a 4-5 you can block 2 on a 6 you can block one and deal 1 damage or block 2

40PSHYCIC, MONSTER, TYRANID, OPERATOR
genestealer
A 2
M 5"
S 4+
W 11
Weapons
ATK
HIT
DMG
Claws and talons (melee)
6
4+
2/4
Abilities
0AP: Scouts 3"
32INFANTRY, TYRANID
pshycic genestealer
A 3
M 5"
S 4+
W 11
Weapons
ATK
HIT
DMG
Claws and talons (melee)
6
4+
2/4
Abilities
0AP: Scouts 3"0AP: Synapse aura control

Synapse aura control (0AP): Continuously for the whole game this model has a aura of 5" and any genestealer operative of youres can reroll one failed hit roll or block out one damage, if theyre is a genestealer within the aura that genestealer aslong as it stays within the original aura of this operative has a 2 inch aura of the same aswell.

32INFANTRY, PSHYCIC, TYRANID
Equipment
Ploys

Strategic - Hive mind blessings:
2cp Operatives in this team that have the "PSHYCIC" keyword now can once heal 1-2 operatives d3 wounds that are within 4"


TacOps
Infiltration: Track Enemy

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Plant Devices

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.