Neurolictor infiltration (Tyranid swarm)
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 oneGenestealer
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 LinkTermagaunt
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 LinkRipper swarm
A 2
M 4"
S 4+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Teeth and claws (Ceaseless, Severe) | 5 | 3+ | 4/5 |
Abilities
1AP: BurrowGroundedSpore 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 cloudSpore 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.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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.
Strategy: 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.
Strategy: 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.
Strategy: 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.
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.
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.