Neurolictor infiltration (Tyranid swarm)

Homebrew by Maxtech

The Swarm is coming You cannot run, You cannot hide, You can only fight and you will lose.

(wanted a real tyranid swarm team, tried to make it balanced. made with the models i have as still new to the game)

Unstopable horde - When a Tyranid performs a shoot action if its within 3" of a friendly operative, it gains the cealess weapon rule

Skulking horrors -Once per battle when an enemy operative ends their movement within 6" of a friendly TYRANID operative they may perform a free dash as long as that operative is not within control range.

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Composition

1-Neurolictor

4-Genestealer

6-Termagaunt

  • Each unit can have 1 each of the following,
  • Spinefist
  • Fleshborer
  • Devourer

2-RipperSwarm

Common Abilities and Options

Synaptic Link:
Whenever a friendly Tyranid operative is activated, if it’s within 6” of a friendly Synaptic leader operative, 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.

Neurolictor
A 3
M 5"
S 3+
W 12
Weapons
ATK
HIT
DMG
Psychic Rend (Saturate, Severe)
3
4+
3/5
Ripping claws
Sweeping Slash (Torrent M,)
4
4+
2/4
Piercing Strike (Piercing 1, Lethal 5+)
3
3+
4/6
Abilities
1AP: Neural Disruption1AP: One MindSynaptic LeaderWill of one

Neural Disruption (1AP): Choose one enemy unit that is within 6" of this unit, -1 to that units apl stat until the end of its next activation. this may only effect one unit at a time.

One Mind (1AP): Choose one Friendly operative within synapse range of this unit. that unit can perform one of the following actions,

  • Shoot an enemy operative visible to this one
  • perform a free 3" dash
  • change its order

Synaptic Leader: Whenever a friendly Tyranid operative is activated, if it’s within 6” of a friendly SYNAPSE operative, 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.

Will of one: when an enemy operative within 6" dies. roll a d6. on a 4+ gain one cp

Tyranid Swarm. Synapse
Genestealer
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Genestealers' Claws (Rending, Balanced, Piercing crits 1)
4
3+
4/5
Abilities
From the shadowsSynaptic Link

From the shadows: This operative can perform the Charge action while it has a Conceal order. its stays concealed after the action and can fight in concealed

Tyranid Swarm, Fighter
Termagaunt
A 2
M 5"
S 5+
W 6
Weapons
ATK
HIT
DMG
Fleshboarer (Range 12", Balanced)
4
3+
3/4
Spinefists (Range 6, torrent 1,)
6
4+
2/3
Devourer (Devastating 2, Lethal 4)
3
4+
3/2
Claws And Teeth
3
4+
3/4
Abilities
Endless tideSynaptic Link

Endless tide: Whenever this operative is expended, you must then activate one other ready friendly TYRANID Termagant operative (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).

Tyranid Swarm, Gaunt, Gunner, Endless
Ripper swarm
A 2
M 4"
S 4+
W 6
Weapons
ATK
HIT
DMG
Teeth and claws (Ceaseless, Severe)
5
3+
4/5
Abilities
1AP: BurrowGrounded

Burrow (1AP): This unit can perform a free dash actionignoring control range and terrain that would be considered impassable. it must end this movement in an open space outside of control range.

Grounded: This unit cannot perform the Climb action for more then 1"

Tyranid Swarm, Endless, Fighter
Spore Mine
A 0
M 2
S 2+
W 4
Weapons
ATK
HIT
DMG
Self Destruct (Devastating-1, Blast-2, lethal-5)
5
3+
2/2
Abilities
MineSpore cloud

Mine: Treat the Blast x rule centre as this unit. when it fights it dies.

Spore cloud: if a friendly operative is shot through line of signt of this unit, it can destroy itself leaving behind a smoke grenade effect, friendly beyond the smoke are obscured and gain +1 to their save. this effect lasts until the end of your opponents next activation.

Mine, Tyranid
Equipment

Spore mines:
Before the battle, you can set up 2 spore Mine markers wholly within your territory and more than 2" from other markers, access points, accessible terrain and objectives. The first time that marker is within an operative's control range, remove that marker and perform a fight action with it. you can have a max of 2 mines in the killzone


Adrenal Glands:
STRATEGIC GAMBIT. Once per battle, add 1” to the Move stat of friendly Tyranid operatives withing 6" range of a synaptic leader until the end of the turning point.


Deflective Chitin:
When a friendly operative is the target of a shoot action you may reroll a 1 on your defense die.


Swarm Mind Relay:
Choose one tyranid operator at the start of battle. that unit is given a Swam Mind token, When it is within 6" of the Synaptic Leader it gives the effects to nearby units within 4". If that unit dies it loses this equipment, if its redeployed it does not regain it.


Ploys

Firefight - Consume Biomass:
You can use this ploy when a Tyranid operater kills an enemy unit, regain 1d3 + 1 Wounds.

If it was a genestealer operative, that operative may take on a faction rule the killed enemy had, until the end of its next activation.


Firefight - Spore Winds:
1 Spore Mine Operative performs a Charge or Dash action, they can only move 2" during this movement, they can ignore climb and fall distances.


Firefight - Synaptic Defence:
When a tyranid operative is the target of a fight or shoot action, if it is within range of a Synaptic Leader you may choose a differnt opeative to take the wounds, that is also within the Synapse Leader range. if it would kill that new operative chosen any exess wounds must be passed to a new operative within Synaptic Leader range including the original target.


Firefight - Overwhelming Numbers:
Use this firefight ploy during a friendly Tyranid Shoot action. One other friendly Tyranid operative visible to and within 2” of that operative and in the Synaptic leader range that can see and is within weapon range can immediately perform a free shoot action, it can only shoot against that enemy operative.


Strategic - Spore Artillery:
You may choose 1 spore mine to redeploy to your teritory, it must be 4" away for an enemy operative and 2" away from a friendly operative. You may have a max of 2 spore mines on the feild at any time.


Strategic - Neuroloid Relay:
Place a Neuroloid Token within 6" of an Synaptic leader it acts as an extender of the synaptic leaders ability. extending in a 6" range from the token, if Synaptic Leader is within 6" of the token. it applies all buffs to units not already effected. (it doesnt stack) this also stacks with other ploys.


Strategic - Endless Tide:
Choose 1d3 Endless operatives that have died. you may redeploy them in your drop zone with an engage order. they may perform a free Dash action. They lose wounds equal to the turning point.


Strategic - Endless Hunger:
This turning point, When a Tyranid Fighter operator performs the fight action if it kills the unit it fight it may perform a free charge action to a enemy unit within 3" if it does it must perform a fight action agaisnt it.


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.


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.