Tyranid Warrior Prime, Termagants, Psychophage, and Leapers

Homebrew by ash_to_ash_65

Termagants, Tyranid Warrior Prime, Pychophage, and Leapers for very large battle simulations. A simplified merge of Tyranid Leviathan Kill Team and Hive Fleet.

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Composition

Termagants, Tyranid Warrior Prime, Pychophage, and Leaper

Tyranid Warrior Prime
A 3
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Deathspitter
5
3+
4/5
Boneswords (Lethal 5+)
4
2+
4/6
32HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, LEADER
Termagant
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Fleshborer (Rng 6")
4
4+
3/4
Spinefists (Rng 6")
4
3+
2/3
Claws
3
4+
2/3
32HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGANT
Von Ryan's Leaper
A 2
M 9"
S 4+
W 18
Weapons
ATK
HIT
DMG
Mantis Talons (Lethal 5+)
5
3+
4/6
Abilities
Hidden PredatorPounce

Hidden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

Pounce: After a Charge, enemy operatives cannot Fall Back until the end of the Turning Point.

32Vanguard, Tyranid, Stealth
Psychophage
A 2
M 6"
S 3+
W 40
Weapons
ATK
HIT
DMG
Acid Maw (Rng 6'', Torrent 2")
4
4+
4/6
Harvester Talons (Balanced)
5
3+
5/7
Abilities
Hive BeastPsychic ConsumptionWarp Devourer

Hive Beast: Whenever an operative is shooting this operative, ignore the Piercing weapon rule. This models reduces all damage it recives by 1, to a minimum of 3.

Psychic Consumption: Enemy Psykers within 6" suffer -1 to hit.

Warp Devourer: Whenever this operative incapacitates an enemy operative, regain D3 lost wounds.

32Monster, Tyranid, Psyker Hunter
Spinogaunt
A 2
M 6"
S 5+
W 11
Weapons
ATK
HIT
DMG
Barblauncher (mobile) (Blast 2")
5
4+
3/5
Barblauncher (stationary) (Heavy, Blast 2", Ceaseless)
5
4+
3/5
Scything Talons
3
4+
2/3
32Tyranid, Infestation, Great Devourer, Barbgaunt, Spinogaunt
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.