Vanguard Brood

Homebrew by Callidus

Vanguard Brood kill teams are predatory broods of the Tyranids, directed by synaptic leaders and composed of bioforms bred for speed, aggression and relentless slaughter. Warriors drive the swarm onward, lesser creatures overwhelm through weight of numbers, and swift killers such as Genestealers fall upon exposed prey with horrifying ferocity, all in service to the Hive Mind’s insatiable will.

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Composition

Operative Selection

↘ 1 VANGUARD BROOD TYRANID PRIME operative with one option from each of the following:

  • Bonesword and lashwhip, twin boneswords, rending claws, scything talons or spinefists
  • Barbed strangler*, devourer, deathspitter, rending claws, scything talons, spinefists or venom cannon*

↘ 6 VANGUARD BROOD operatives selected from the following list:

  • TYRANID WARRIOR with one option from each of the following:
    • Bonesword and lashwhip, twin boneswords, rending claws or scything talons
    • Spinefists, rending claws or scything talons
  • TYRANID GUNNER with one option from each of the following:
    • Deathspitter, devourer or spinefists
    • Rending claws or scything talons
    • Or one option from each of the following:
      • Rending claws or scything talons
      • Barbed strangler* or venom cannon*
  • GENESTEALER
  • HORMAGAUNT**
  • TERMAGANT SKULKER** with one of the following options:
    • Fleshborer; claws
    • Devourer; claws
    • Spinefists; claws
  • TERMAGANT GUNNER** with one of the following options:
    • Spike rifle; claws
    • Shardlauncher; claws
    • Strangleweb; claws

Other than GENESTEALER, HORMAGAUNT and TERMAGANT operatives, your kill team can only include each operative on this list once. Your kill team can only include up to three GUNNER operatives, and each must have a different option.

 

* Your kill team can only include up to one venom cannon and up to one barbed strangler.

 

** HORMAGAUNT and TERMAGANT operatives count as half a selection each, meaning you can select two of them and it is treated as one selection in total.

 

Some VANGUARD BROOD rules refer to a “TERMAGANT” operative. TERMAGANT SKULKER and TERMAGANT GUNNER operatives are TERMAGANT operatives.

 

Some VANGUARD BROOD rules refer to a “GUNNER” operative. TYRANID GUNNER and TERMAGANT GUNNER operatives are GUNNER operatives.

 

Some VANGUARD BROOD rules refer to a “SWARM” operative. HORMAGAUNT, TERMAGANT SKULKER and TERMAGANT GUNNER operatives are SWARM operatives.

Common Abilities and Options

Synaptic Web:
Whenever a friendly VANGUARD BROOD operative is activated, if it’s visible to and within 6” of a friendly SYNAPSE operative, then until the end of that activation: • ignore any changes to its Move stat from being injured • ignore any changes to the Hit stat of its weapons from being injured.

Brood Swarm:
Whenever a friendly SWARM operative is expended during the Firefight phase, if it was activated during that turning point, you must then activate one other ready friendly SWARM operative before your opponent activates. After that other friendly operative is expended, your opponent activates as normal. You cannot chain more than two friendly SWARM operatives in succession as a result of this rule.

TYRANID PRIME
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Spinefists (Range 6")
5
3+
3/4
Devourer
5
4+
3/4
Deathspitter
4
3+
4/5
Barbed Strangler (Blast 2”, Heavy (Dash only))
5
4+
3/5
Venom Cannon (Dev 2, Piercing 1, Heavy (Dash only))
4
4+
5/3
Bonesword and Lashwhip (Lethal 5+, Stun)
4
3+
4/5
Twin Boneswords (Ceaseless, Lethal 5+)
5
3+
4/6
Rending Claws (Rending)
5
3+
3/5
Scything Talons
5
3+
4/5
Abilities
Adaptive Instincts1AP: Alpha WarriorSynaptic Web

Adaptive Instincts: In the Strategy phase, select one of the following. Until the start of the next Strategy phase, friendly VANGUARD BROOD operatives visible to and within 6” of this operative are affected by that imperative. • Aggression Imperative: The first time during each of those operatives’ activations or counteractions that they shoot, fight or retaliate, you can re-roll one of their attack dice. • Bioregeneration: Whenever an operative is shooting against one of those operatives, you can re-roll one of your defence dice results of 1. Whenever one of those operatives is fighting or retaliating, you can re-roll one of its attack dice results of 1 if you use that success to block.

Alpha Warrior (1AP): SUPPORT. Select one other friendly VANGUARD BROOD operative visible to and within 6” of this operative. Until the end of that operative’s next activation, one of its weapons has the Sustained Hits 1 weapon rule. This operative cannot perform this action while within control range of an enemy operative, or if a friendly operative has already performed this action during this turning point.

VANGUARD BROOD, TYRANID, SYNAPSE, LEADER, TYRANID PRIME
TYRANID WARRIOR
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Spinefists (Range 6")
4
3+
3/4
Bonesword and Lashwhip (Lethal 5+, Stun)
4
3+
4/5
Twin Boneswords (Ceaseless, Lethal 5+)
5
3+
4/6
Rending Claws (Rending)
5
3+
3/5
Scything Talons
5
3+
4/5
Abilities
Predatory InstinctsSynaptic Web

Predatory Instincts: Whenever this operative is shooting against, fighting against or retaliating against a wounded enemy operative, or an enemy operative that performed the Fall Back action during this turning point, this operative’s weapons have the Lethal 5+ weapon rule. If a weapon already has that rule, it has the Balanced weapon rule instead.

VANGUARD BROOD, TYRANID, SYNAPSE, TYRANID WARRIOR
TYRANID GUNNER
A 2
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Spinefists (Range 6")
5
3+
3/4
Devourer
5
4+
3/4
Deathspitter
4
3+
4/5
Barbed Strangler (Blast 2”, Heavy (Dash only))
5
4+
3/5
Venom Cannon (Dev 2, Piercing 1, Heavy (Dash only))
4
4+
5/3
Rending Claws (Rending)
4
3+
3/5
Scything Talons
4
3+
4/5
Abilities
Stabilised SymbiosisSynaptic Web

Stabilised Symbiosis: Whenever this operative is shooting, if it has not performed the Charge or Reposition action during that activation, its ranged weapons have the Ceaseless weapon rule.

VANGUARD BROOD, TYRANID, SYNAPSE, GUNNER, TYRANID GUNNER
GENESTEALER
A 2
M 8"
S 5+
W 10
Weapons
ATK
HIT
DMG
Rending Claws (Rending)
5
3+
4/5
Abilities
Hidden HorrorPurestrain Predator

Hidden Horror: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules except being within 2”.

Purestrain Predator: This operative can perform the Charge action while it has a Conceal order. When it does so, change its order to Engage before it moves.

VANGUARD BROOD, TYRANID, GENESTEALER
HORMAGAUNT
A 2
M 7"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Bounding LeapBrood Swarm

Bounding Leap: Whenever this operative performs an action in which it moves, ignore the first 2” of vertical distance it climbs or drops during that action.

VANGUARD BROOD, TYRANID, SWARM, HORMAGAUNT
TERMAGANT SKULKER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Devourer
5
4+
2/3
Spinefists (Range 6")
4
3+
2/3
Claws & Teeth
3
4+
2/3
Abilities
Brood SwarmSkulker

Skulker: Whenever this operative has a Conceal order and is in cover, you can re-roll one of your defence dice when an operative is shooting it.

VANGUARD BROOD, TYRANID, SWARM, TERMAGANT, SKULKER
TERMAGANT GUNNER
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Spike Rifle (Dev 2, Piercing 1, Heavy (Dash only))
4
4+
4/2
Shardlauncher (Blast 2”, Heavy (Dash only))
4
4+
3/5
Strangleweb (Range 6”, Stun, Torrent 2”)
4
4+
2/2
Claws & Teeth
3
4+
2/3
Abilities
Brood SwarmLurking Gun-Beast

Lurking Gun-Beast: Whenever this operative is shooting during an activation in which it has not performed the Charge or Reposition action, its ranged weapons have the Balanced weapon rule.

VANGUARD BROOD, TYRANID, SWARM, TERMAGANT, GUNNER
Equipment

Extended Chitin:
Once per turning point, when an operative is shooting a friendly VANGUARD BROOD operative, in the Roll Defence Dice step, you can retain one of your normal successes as a critical success instead.


Feeder Tendrils:
Once per turning point, when a friendly VANGUARD BROOD operative incapacitates an enemy operative during the Fight action, that friendly operative regains up to D3 lost wounds.


Metamorphic Flesh:
Once per turning point, when a friendly VANGUARD BROOD operative is activated, it regains up to D3 lost wounds.


Adrenal Glands:
STRATEGIC GAMBIT. Once per battle, add 1” to the Move stat of friendly VANGUARD BROOD operatives until the end of the turning point.


Ploys

Firefight - Aggressive Biostrain:
Use this firefight ploy after rolling your attack dice for a friendly VANGUARD BROOD operative that is performing the Shoot action against an enemy operative that has not lost any wounds during that sequence. You can re-roll any of your attack dice.


Firefight - Outnumber:
Use this firefight ploy during a friendly VANGUARD BROOD operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other ready friendly VANGUARD BROOD operative visible to and within 2” of that enemy operative can immediately perform a free Fight action, but it can only fight against that enemy operative.


Firefight - Unseen Hunter:
Use this firefight ploy at the start or end of any activation. Select one friendly VANGUARD BROOD operative that has not performed the Shoot action during this turning point. You can change its order.


Firefight - Will of the Hive Mind:
Use this firefight ploy when a friendly VANGUARD BROOD operative visible to and within 6” of a friendly SYNAPSE operative is activated. Add 1 to that friendly operative’s APL stat until the end of its activation.


Strategic - Call the Swarm:
STRATEGIC GAMBIT. Use this ploy in any turning point after the first. Select one defeated friendly SWARM operative. Set it back up wholly within 3” of your drop zone, with all its wounds remaining and an order of your choice. You cannot use this ploy if that operative was incapacitated while carrying a marker. You can only use this ploy once per battle.


Strategic - Shadow in the Warp:
Until the end of the turning point, enemy operatives within 6” of friendly SYNAPSE operatives: • cannot have their APL positively modified • cannot re-roll attack or defence dice results of 1.


Strategic - Lurk:
Select one friendly VANGUARD BROOD operative that has a Conceal order and is more than 3” from enemy operatives. That operative can immediately perform a free Reposition action. It cannot end that move within control range of an enemy operative.


Strategic - Feeding Imperative:
Whenever a friendly VANGUARD BROOD operative is shooting against, fighting against or retaliating against a wounded enemy operative, that friendly operative’s weapons have the Balanced weapon rule.


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.


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.