Tyranid Horde Kill Team

Homebrew by vulmar

The hordes of the Hive Fleet push ever onward. As the Greater Bio-Forms push forward to infiltrate and destroy key points, the lesser bio-forms push ever onward to claim forward operating bases and biomass.

100% positive
Composition

2 TYRANID Neuroloid operatives

4 TYRANID Termagant with Fleshborer

8 Operatives from the following list, no more than 2 of each.

TYRANID Termagant with Shardlauncher

TYRANID Termagant with Spike Rifle

TYRANID Termagant with Strangleweb

TYRANID Termagant with Fleshborer

TYRANID Gargoyle with Fleshborer

TYRANID Barbgaunt with Barb Launcher

Common Abilities and Options

Fly:
Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t 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) horizontally of its original location (in a killzone that uses the close quarters rules, e.g. Killzone: Tomb World, this distance cannot be measured 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). 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’s the Charge action, it cannot be set up within control range of an enemy operative.

Neurotyrant (Faction Rules)
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Fake weapon so i can publish this.
4
4+
3/4
Abilities
Instictive Behavior1AP: NeurotyrantSynapse

Instictive Behavior: Friendly TYRANID operatives not within SYNAPSE must spend an additional AP to perform mission actions (other than Operate Hatch) or use weapons or actions not on their datacard.

Neurotyrant (1AP): Once per Firefight phase, one friendly TYRANID operative within SYNAPSE can perform one of the following actions that has not been used during this turning point.

Psychic Lance

The TYRANID operative performing this action performs a free Shoot action with the following weapon.

Psychic Scream 4 3+ 5/6 PSYCHIC, Piercing 1, Lethal 5, Silent

Psychic Directive

PSYCHIC. Select one other friendly TYRANID operative within SYNAPSE and visible to this operative. Until the end of that operative’s next activation, add 1 to its APL stat.

Operatives cannot perform this action while within control range of an enemy operative

Psychic Static

PSYCHIC. Select up to two friendly TYRANID operatives within SYNAPSE and visible to this operative. Until the end of each of their next activations, that operative is obscured to operatives more than 2” from them and while that 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".

Operatives cannot perform this action while within control range of an enemy operative.

Psychic Brand

PSYCHIC. Select an enemy operative that is visible to this operative. When shooting, fighting or retaliating against that operative, friendly TYRANID operative’s weapons gain the Lethal 5+ rule.

Shadow in the Warp

PSYCHIC. Select one enemy operative that’s visible to this operative. Until the start of this operative’s next activation, until it’s incapacitated or until it performs this action again (whichever comes first), worsen the Hit stat of that enemy operative’s weapons by 1 and subtract 2" from its Move stat (these aren’t cumulative with being injured); in addition, that enemy operative’s APL stat cannot be added to (remove all positive APL stat changes it has).

Operatives cannot perform this action while within control range of an enemy operative, unless the only enemy operative it’s within control range of is selected for this action.

Synapse: STRATEGIC GAMBIT. Select up to 2 friendly TYRANID operatives. If any friendly NEUROLOID operatives have not been incapacitated, you must select them. Until you use this STRATEGIC GAMBIT again during the battle, those operatives have the SYNAPSE keyword.

Whenever an operative is within 4" of a SYNAPSE operative, that operative is considered to be within SYNAPSE.

Whenever a friendly TYRANID operative is benefitting from SYNAPSE, that operative’s weapons gain the Ceaseless weapon rule.

Neuroloid
A 2
M 7"
S 4+
W 8
Weapons
ATK
HIT
DMG
Psychic Lash (PSYCHIC, Severe, Stun)
4
4+
2/3
Tendril Shock (PSYCHIC, Shock, Severe)
4
4+
3/4
Abilities
FlyNeurotyrant Link

Neurotyrant Link: This operative can perform a Neurotyrant action without it counting against its normal use for the turning point. When it performs the Psychic Lance action it adds 1 additional to each of its Normal & Critical damage if the target is within SYNAPSE of it.

Neuroloid, Leader
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
2/3
Shardlauncher (Blast 1")
4
4+
3/5
Spike Rifle (Piercing Crits 1)
4
4+
3/4
Strangleweb (Torrent 1", Saturate, Stun)
4
2+
1/2
Claws
3
4+
3/4
Abilities
Group Activation (Fleshborer)

Group Activation (Fleshborer): Whenever this operative is expended, you must then activate one other ready friendly TYRANID Termagant operative with a Fleshborer weapon (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Termagant, Endless Multitude
Barbgaunt
A 2
M 5"
S 5+
W 8
Weapons
ATK
HIT
DMG
Barblauncher (Saturate, Severe, Heavy (Dash), Barbs*)
4
3+
3/5
Claws
3
4+
3/4
Abilities
Barbs

Barbs: Any operative that takes damage from this operative’s Barblauncher, subtract 2" from its Move stat (this isn’t cumulative with being injured) until the end of its next activation.

Barbgaunt
Gargoyle
A 2
M 7"
S 5+
W 6
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
2/3
Blinding Venom (Shock)
4
4+
4/4
Abilities
FlyNew Ability1AP: Winged Agility

New Ability:

Winged Agility (1AP): Perform a free Dash action and a free Shoot action with this operative in any order. You can only select a Fleshborer for that Shoot action. This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Gargoyle
Equipment

Neurocytes:
At the ready operative step, you may roll a d6 for each operative with a Synapse Token. If any of the dice rolled is a 3+, gain 1 CP.


Imperative Result:
Once per turning point, when a friendly TYRANID operative is shooting or fighting, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Rending Claws:
Friendly TYRANID operatives’ melee weapons gain the Rending weapon rule.


Tervigon Birthing Sac:
The Birthing Pod firefight ploy costs 0 CP if it targets a Termagant with Fleshborer operative.


Ploys

Firefight - Tyrant’s Lash:
Use this firefight ploy when a friendly TYRANID operative that is within SYNAPSE inflicts critical damage to an enemy operative. Inflict D3 additional damage.


Firefight - Skulking Horrors:
Use this firefight ploy whenever an enemy operative ends their movement within 6" of a friendly TYRANID operative you may use this Firefight ploy. Each friendly TYRANID operative within 6in of that enemy operative may perform a free dash as long as that operative is not within control range.


Firefight - Birthing Pod:
WIP, need to determine kill/tac op implications.

When a friendly operative is incapacitated, if that operative was within synapse, instead place them within your dropzone, expended with an order of your choice. If it had one of your synapse tokens, remove that token.


Firefight - Synaptic Intervention:
Use this firefight ploy when a friendly SYNAPSE operative is selected as the valid target of a Shoot action or to fight against during the Fight action. Select one other friendly TYRANID operative (excluding SYNAPSE operatives) visible to and within 3" of that first friendly operative to become the valid target or to be fought against (as appropriate) instead (even if it wouldn’t normally be valid for this). If it’s the Fight action, treat that other operative as being within the fighting operative’s control range for the duration of that action. If it’s the Shoot action, that other operative is only in cover or obscured if the original target was.

This ploy has no effect if it’s the Shoot action and the ranged weapon has the Blast or Torrent weapon rule.


Strategic - Honed Claws:
Add 1 to the Atk stat of friendly TYRANID operatives’ melee weapons (to a maximum of 4). Whenever a friendly TYRANID operative is fighting, the first time you strike during that sequence, inflict 1 additional damage.


Strategic - Synaptic Warning:
Whenever an operative is shooting a friendly TYRANID operative that’s within SYNAPSE, you can retain one of your defence dice as a normal success without rolling it (in addition to a cover save, if any).


Strategic - Synaptic Reach:
Select a friendly TYRANID operative. Until the end of the turning point that operative gains the SYNAPSE keyword and the range to determine if an operative is within SYNAPSE is increased by 2” until the end of the turning point.


Strategic - Swarming Firepower:
Friendly TYRANID operatives ranged weapons within SYNAPSE (excluding Psychic Lance) have the Punishing weapon rule.


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.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

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


Recon: Retrieval

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

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

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

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

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