Tyranid Assault

Homebrew by HeMan280691

Each game will consist of 5 turning points

Designed to be used in conjunction with Heman2806 Dark Angels or King Arthurs Black Templars Kill Team Profiles but should be useable with any Kill Team

At the start of each game roll 1D6 per objective, the roll determines what that objective will be for the game.

Tyranid Operatives

Easy - 6 (Marksmen) & 5 (Brawlers) - 2 Objectives - 1 Hive Nest

Medium - 6 (Marksmen), 5 (Brawlers) & Biovore - 2 Objectives - 1 Hive Nest

Hard - 8 (Marksmen), 8 (Brawlers), Biovore & 2 Monsters - 3 Objectives - 2 Hive Nests

Very Hard - 10 (Marksmen) & 8 (Brawlers), 2 Monsters & Swarmlord - 4 Objectives - 2 Hive Nests

Friendly Operatives

Easy - 6 Operatives - 1 Sargeant

Medium - 6 Operatives - 1 Sargeant

Hard - 8 Operatives - 2 Sargeant

Very Hard - 10 Operatives - 3 Sargeants

100% positive
Composition

Tyranid Assault

Common Abilities and Options

30 Wounds Remaining:
When this operative has 30 wounds remaining it gains 1 more APL per turning point

Behavior (Brawler) (Monster):
1. Fight 2. Charge the closest player operative via the shortest possible route. 3. Shoot the closest player operative. 4. Reposition towards the closest player operative. 5. Dash towards the closest player operative.

Synapse:
Whenever a Hormagaunt or Termagant NPO is shooting or fighting within 3" of this operative, retain one attack dice as a normal success for that operative without rolling it.

Synaptic Backlash:
Whenever this operative is incapacitated, before it is removed from the killzone, inflict D3 damage on each Hormagaunt and Termagant within 3" of it (roll separately for each).

Behavior (Marksmen):
1. Fall Back. If possible, to a location where there’s a valid target. 2. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible. 3. Shoot. 4. Dash towards the closest player operative, to cover if possible. 5. Fight

Behavior (Brawler):
1. Fight

  1. Charge the closest player operative via the shortest possible route.

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

The Swarmlord
A 4
M 8"
S 2+
W 70
Weapons
ATK
HIT
DMG
Synaptic Pulse (RNG 18", Torrent 12", PrcCrit 1, Seek)
D6+3
2+
3/5
Bone Sabres (Brutal, Lethal 5+)
8
3+
4/5
Abilities
30 Wounds RemainingBehavior (Brawler) (Monster)DeullerSynapseSynaptic Backlash1AP: Tyranic Roar

Deuller: Whenever this operative is fighting or retaliating, each of your normal successes can block one unresolved critical success (unless the enemy operative’s weapon has the Brutal weapon rule).

Tyranic Roar (1AP): When this operative takes any wounds it will use Tyranic Roar if possible, when this operative uses Tyranic Roar all friendly operatives within 12" can immediately use a shoot, fight or dash action.

MONSTER
Winged Tyranid Prime
A 4
M 12"
S 3+
W 30
Weapons
ATK
HIT
DMG
Prime talons (Dev 1, Punishing)
7
2+
3/5
Abilities
Alpha WarriorDeath Blow

Alpha Warrior: Operatives within 6" of this operative have 'Brutal'

Brutal: Your opponent can only block with critical successes.

Death Blow: If this operative is incapacitated by a melee attack, if it has not fought this turning point, roll one D6: on a 4+, do not remove it from the killzone. This incapacitated operative can fight after the attacking operative’s unit has finished making its attacks, and is then removed from the killzone.

Parasite of Mortrex
A 3
M 12"
S 4+
W 30
Weapons
ATK
HIT
DMG
Barbed ovipositor (Limited 2, Lethal 4+, Piercing 1)
2
2+
6/8
Clawed Limbs
6
2+
3/4
Abilities
Parasitic Infection

Parasitic Infection: Each time an enemy operative is incapacitated by an attack made with this operative’s Barbed ovipositor, after this operative has finished making its attacks, you can add one new RIPPER SWARMS operative and set it up within 3" of this model. If you do, that RIPPER SWARMS operative can be set up within Engagement Range of the incapacitated operative’s unit (but not within Engagement Range of any other enemy operatives).

Hive Tyrant
A 4
M 8"
S 2+
W 64
Weapons
ATK
HIT
DMG
Heavy Venom Cannon (Blast 2")
D3+2
2+
4/6
Monstrous bonesword and lash whip (Punishing, Relentless)
6
2+
4/5
Monstrous scything talons (Brutal)
4
3+
3/4
Abilities
Behavior (Mixed) (Monster)SynapseSynaptic Backlash

Behavior (Mixed) (Monster): 1. Shoot the closest player operative. 2. Charge the closest player operative via the shortest possible route. 3. Fight. 4. Reposition towards the closest player operative. 5. Dash towards the closest player operative.

MONSTER
Neurotyrant
A 4
M 7"
S 4+
W 54
Weapons
ATK
HIT
DMG
Psychic scream (Seek, Stun, Torrent 3")
D6+4
3+
2/5
Neurotyrant claws and lashes (Dev 1)
6
3+
3/5
Abilities
30 Wounds RemainingBehavior (Marksmen) (Monster)1AP: NeuroloidsSynapseSynaptic Backlash

Behavior (Marksmen) (Monster): 1. Fall Back. If possible, to a location where there’s a valid target. 2. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible. 3. Shoot. 4. Dash towards the closest player operative, to cover if possible. 5. Fight

Neuroloids (1AP): You may choose 2 friendly operatives, until the start of your next turning point add 1 to their attack stats (they roll 1 additional dice per attack). At the end of the turning point the Neuroloids return.

MONSTER
Maleceptor
A 3
M 8"
S 2+
W 72
Weapons
ATK
HIT
DMG
Psychic overload (Torrent 2")
D6+4
4+
3/4
Massive Scything Talons
Strike (Brutal)
5
3+
4/7
Sweep (Torrent 3")
5
3+
3/4
Abilities
Encephalic DiffusionSynapseSynaptic Backlash

Encephalic Diffusion:

MONSTER
Screamer Killer
A 4
M 8"
S 2+
W 60
Weapons
ATK
HIT
DMG
Bio-plasmic scream (Torrent 4", 4" Dev 3)
4
4+
4/6
Screamer-killer talons (Lethal 5+)
10
3+
3/6
Abilities
30 Wounds RemainingBehavior (Brawler) (Monster)SynapseSynaptic Backlash
MONSTER
Biovore
A 3
M 5"
S 3+
W 30
Weapons
ATK
HIT
DMG
Spore mine launcher (Hvy(Dash), Blast 2", Dev 3)
D6+1
4+
3/5
Chitin-barbed limbs
4
4+
3/3
Abilities
Behavior (Marksmen)2AP: Seed Spore Mines

Seed Spore Mines (2AP): Instead of making any attacks with its ranged weapons you can set up one SPORE MINES unit anywhere in the killzone that is more than 6" away from all enemy operatives.

SPORE MINES will always move towards the nearest enemy operative, Move 4", if it ends it's move within 3" of one or more enemy operatives, select up to 2 enemy operatives roll one D6: on a 2-5 each operative takes D3 wounds, on a 6 each operative takes D6 wounds.

MARKSMEN
Von Ryan's Leaper
A 3
M 11"
S 4+
W 18
Weapons
ATK
HIT
DMG
Leaper's talons
6
4+
3/4
Abilities
Behavior (Brawler)Hiddden Predator

Hiddden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

BRAWLER
Tyranid Warrior
A 2
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Bonesword & Whip (Torrent 1")
4
3+
4/5
Abilities
Behaviour (Brawler)SynapseSynaptic Backlash

Behaviour (Brawler): 1. Fight

  1. Charge the closest player operative via the shortest possible route.

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

Genestealer
A 2
M 8"
S 5+
W 12
Weapons
ATK
HIT
DMG
Genestealers claws and talons
4
2+
3/5
Abilities
Behavior (Brawler)
BRAWLER
Termagaunt
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
2/3
Chitinous claws and teeth
3
4+
2/3
Abilities
Behavior (Marksmen)
MARKSMEN
Barbgaunt
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Barblauncher (Blast 2", Hvy(Dash))
1D6
4+
4/6
Chitinous claws and teeth
3
4+
2/3
Abilities
Behaviour (Marksmen)Disruption Bombardment

Behaviour (Marksmen): 1. Fall Back. If possible, to a location where there’s a valid target.

  1. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible.

  2. Shoot.

  3. Dash towards the closest player operative, to cover if possible.

  4. Fight

Disruption Bombardment: If an enemy operative is damaged by this operatives Barblauncher that operative may not make a full move action on it's next activation, it may only take a Dash action.

Equipment
Ploys

Strategic - Hive Nests:
At the start of each turning point, after the first, you roll 1 D3 per Hive Nest, then place that many (Marksmen) or (Brawler) operatives at the sight of each Hive Nest.

To close a Hive Nest you must have 1 operative with control range of the Hive Nest, they must then expend an action point to close the nest.


Strategic - Objective: Capture Zone, Roll 1-3:
To capture the zone you must have at least one operative wholey within the Objectives range with no enemy operatives within that range by the end of the turning point.


Strategic - Objective: Capture the relic, Roll 4-5:
To capture the relic you must at least one operative wholey within the Objectives range and must not be Outnumberd by enemy operatives by the end of the turning point.


Strategic - Objective: Recover fallen operative, Roll 6:
To recover fallen operative you must have an operative within the Objectives range and they must expend 3 action points to recover the fallen operative, this can be done over multiple turning points or by multiple operatives. If the fallen oprative is a Vehicle they can be used as cover.


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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.