Hyper-Adapted Tyranid Primes

Homebrew by Ninadog
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Composition
Common Abilities and Options

Over Evolved (0AP):
This operative may counteract on conceal, and may have a 2 APL counteract.

Tyranid Overseer
A 4
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Bio-Gun (Devastating 3, Rng 8")
4
3+
4/2
Bio-Sword+Whip (Balanced, Rending, Stun)
4
3+
4/5
Abilities
1AP: CommandLord of the SwarmOver-Evolved

Command (1AP): Move your swarm token up to 6", and you may preform a free misson action as if you were where the swarm token is.

Lord of the Swarm: While within 6" of your swarm token, deal 1d3 damage to each enemy operative you enter control range of, or who leaves your control range.

Over-Evolved: This operative may counteract on conceal, and may have a 2 APL counteract.

Tyranid Annihilator
A 4
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Bio Annihilator (Piercing 1, Devastating 1, Severe, Blast 1)
5
3+
6/6
Bio Scythes (Ceaceless, Rending)
4
3+
4/5
Abilities
Murderous0AP: Over Evolved0AP: Unending Wrath

Murderous: Once per game, when this operative incapacitates an enemy operative, select another valid target, and preform a free shoot action, even if you have already shot that turn.

Unending Wrath (0AP): Once per game when an enemy operative survives a shooting attack, preform a free shoot action against that operative.

Tyranid Eviscerator
A 4
M 6"
S 3+
W 24
Weapons
ATK
HIT
DMG
Bio-Blaster (Balanced, Rng 6")
4
4+
3/4
Bio-Swords and Claw (Relentless, Rending, Brutal, Lethal 5+, Cleave)
5
3+
5/6
Abilities
BloodthirstyCleaveOver Evolved0AP: Unstoppable

Bloodthirsty: Once per activation or counteraction, this operative can take 1d3 dmg to be able to shoot or fight twice.

Cleave: Whenever This operative strikes with a critical, Deal 1d3 damage to all enemies within control range.

Unstoppable (0AP): When this operative would take damage, reduce that damage by one.

Equipment

Attack Mites:
Whenever an enemy operative begins it's activation or counteraction within 2" of your swarm token, they take 1d3 damage and gain a poison token.


Protective Carapace:
Once per turning point reduce the peircing stat of an enemy weapon by 1.


Support Mites:
When a friendly operative begins or ends it's activation within 4" of your swarm it heals 1d3 Dmg


Rapid Growth:
Place two infestation tokens on your half of the killzone. enemy operatives that start their activation within 4" of them take 1 Dmg


Ploys

Firefight - Final Order:
When a friendly operative is incapacitated, you can move your swarm token up to 6"


Firefight - Explosive Death:
When a friendly operative is incapacitated, deal 2d3+1 dmg to enemies within 1", and give them a poison token.


Firefight - Split-Second Adaptation:
When a friendly operative is fighting or shooting give it up to two of the following kelwords: Lethal 5+, Brutal, Accurate 2, Ceaceless, Severe, Rending, or


Firefight - Elite:


Strategic - Offensive Enhancements:
When friendly operatives are fighting increase their weapon Atk stat by one.


Strategic - Electric Evolution:
When friendly operatives are fighting or retaliating within 8" of your Swarm token, their meele weapon profiles gain shock.


Strategic - Tracking Mites:
Until the end of the turning point enemy operatives within 6" of your swarm token cannot be obscured.


Strategic - Killer Instincts:
Once this turning point when a friendly operative incapacitates an enemy operative you may preform a free dash or 3" charge.


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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.