Tyranids - HUNT OF THE HIVE TYRANT Boss Fight

Homebrew (Unpublished) by D31iriumTrigger

A vast shadow tears through the smoke, descending between the broken towers. Two enormous wings unfurl, blotting out what little light remains. Chitin scrapes against shattered stone as the creature lands.

The Hive Mind has found you. Its scything talons flex. It isn't defending its territory. It is hunting....and you are the prey.


A custom Kill Team boss fight designed around the modern NPO/Joint Ops style using the Tyranid Flying Hive Tyrant as an Apex predator. You are not fighting the Tyrant. You are fighting the Tyrant's hunt. This custom boss battle was designed using the new Nemesis Operatives book.

Designed for 1 - 3 players. (2 regular players & 1 player operating the NPOs).

1 Kill Team Operative - 1 Flying Hive Tyrant, 2 Termagants, 2 Hormagaunts and 1 Tyranid Warrior NPOs. 2 Kill Team Operatives - 1 Flying Hive Tyrant, 3 Termagants, 4 Hormagaunts and 3 Tyranid Warriors NPOs.

Composition
Common Abilities and Options

Hive Frenzy:
The Tyrant has four actions per Turning Point, but may only perform two actions in succession before another operative must activate. At the beginning of each Hive Tyrant activation, identify an enemy model to be its Prey, using this order:

  • An operative with the fewest remaining Wounds.
  • An operative carrying a mission item.
  • An operative controlling an objective.
  • The closest operative.

If two operatives qualify equally, choose the one that would be worse for the players to lose.

When the Tyrant successfully damages an operative, prey or not, place a Prey token beside that operative. The Tyrant treats that operative as its preferred target for the rest of the Turning Point.

If an operative with a Prey token dies, the Tyrant immediately selects a new model to be its Prey.

Synaptic Shriek (1AP):
Once per turning point, select one visible enemy operative within 6" of the Hive Tyrant. Until the end of that model's next activation:

  • It cannot perform the Dash action.
  • It has -1 APL (to a maximum of 1).

New Option:

HIVE TYRANT (Boss) - Stage 1
A 4
M 8"
S 3+
W 15
Weapons
ATK
HIT
DMG
Winged Talons (Rending, Brutal)
5
2+
4/5
Bio-Plasma Blast (Range 8", Blast 1")
4
3+
3/4
Abilities
Hive Frenzy1AP: Hunt1AP: Synaptic Shriek
Options
New Option

Hunt (1AP): The Hive Tyrant moves up to half its Movement characteristic (rounding down).

If the Hive Tyrant begins this action within 6" of an enemy operative, it may instead move up to 4" and then perform a free Fight action.

60HIVE FLEET, TYRANID, HIVE TYRANT, NPO, BOSS
HIVE TYRANT (Boss) - Stage 2
A 4
M 8"
S 3+
W 30
Weapons
ATK
HIT
DMG
Winged Talons (Rending, Brutal)
5
2+
4/5
Bio-Plasma Blast (Range 8", Blast 1")
4
3+
3/4
Abilities
Hive Frenzy1AP: Synaptic Shriek
Options
New Option
60HIVE FLEET, TYRANID, HIVE TYRANT, NPO, BOSS
HIVE TYRANT (Boss) - Stage 3
A 4
M 8"
S 3+
W 50
Weapons
ATK
HIT
DMG
Winged Talons (Rending, Brutal)
5
2+
4/5
Bio-Plasma Blast (Range 8", Blast 1")
4
3+
3/4
Abilities
Hive Frenzy1AP: Synaptic Shriek
Options
New Option
60HIVE FLEET, TYRANID, HIVE TYRANT, NPO, BOSS
Equipment
Ploys
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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.