Tyranid swarm alpha strike

Homebrew by Rfkz

PARASITIC SURGE

Each time a friendly TYRANID SWARM friendly OPERATIVE other than the TYRANID WINGED PRIME is incapacitated, place a Swarm marker in control range of that operative before removing it fROm the Killzone.

As a STRATEGIC GAMBIT in each turning point after the first, for every Swarm marker, roll one D6:

On a 1-2, remove that marker from the killzone and repeat this process (if able).

On a 3-5, return a TERMAGAUNT/HORMAGAUNT, or a BARBAGAUNT on a 6, with half its Wounds, CONCEALED and in control range of that marker, and not within control range of enemy operatives (if you cannot do so, treat the roll as 1- instead). REPEAT THIS PROCESS ONCE MORE

SYNAPTIC OVERDRIVE

Friendly TYRANID SYNAPSE operatives that fight or shoot an enemy already targeted by another friendly operative, choose one: Accurate 1 Ceaseless for the ranged weapons.

While a friendly TYRANID SWARM operative is within 6" of a friendly TYRANID SYNAPSE operative, its ranged weapons have the Relentless weapon rule and its melee weapons have the Accurate 1 weapon rule.

LAST MOMENT OVERLOAD

Once per Turning Point, if you roll two or more fails during the defense roll step of a friendly TYRANID operative within 6” and visible to another friendly TYRANID SYNAPSE operative, you may use this rule.

👉 The operative immediately gains STUNNED.

Then choose one of the following effects:

-Change one normal save into a critical save.

  • Discard one failed save, then change another failed save into a normal save.

This ability cannot be used if the operative is already Stun

100% positive
Composition

↘ 1 TYRANID WINGED PRIME operative

↘ 2 VON RYAN' LEAPER operatives

↘ 2 TYRANID BARBAGAUNT operatives each from the following list:

• Symbiotic barblauncher • Explosive barblauncher • Corrosive barblauncher

↘ 2 TYRANID SWARM operatives selected from the following list:

1 Termagaunt 1 Hormagaunt 4 Ripper Swarm

When choosing your operatives, you can select up to 2 BARBAGAUNT and up to 2 VON RYAN' LEAPER to leave out of the battle.

For each one you leave out, select from the following list:

2 Termagaunt 2 Hormagaunt 4 Ripper Swarm

(You cannot have more than 10 TYRANID SWARM operatives at any given moment)

Common Abilities and Options

Unnatural Designed Killer:
Once per battle, This operative can perform two Fight actions during an activation. You must choose a different weapon profile on each of those actions.

Group Activation:
Group Activation: Whenever this operative is expended,you must then activate one other friendly TYRANID GAUNT operative (if able), before your opponent activates. When that other operative is expended, your opponent then activates as normal.

TYRANID WINGED PRIME
A 3
M 6"
S 4+
W 16
Weapons
ATK
HIT
DMG
Bone sword (Lethal 5+, Brutal, Shock)
5
4+
3/4
Steelsharp claws (Lethal 5+, Rending, Stun)
3
3+
4/5
Abilities
Fly1AP: HIVEMIND2AP: NEURAL LEASHUnnatural Designed Killer

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

HIVEMIND (1AP): SUPPORT. Select one other friendly TYRANID SWARM operative visible and within 6” of this operative. That operative can perform a free Dash action for free.

This operative cannot perform this action while within control range of an enemy operative.

NEURAL LEASH (2AP): Select one enemy operative visible and within 3” of this operative. Roll one D6: on a 4+, that enemy operative performs one Shoot action against another enemy operative that is visible and within 12” of the shooter.

Worsen both dmg stats of that ranged weapon by 1.

An operative controlled by NEURAL LEASH cannot be selected more than once per battle.

This operative cannot perform this action while in conceal or within control range of an enemy operative.

TYRANID, SYNAPSE, LEADER
Von Ryan’s Leaper
A 3
M 7"
S 3+
W 11
Weapons
ATK
HIT
DMG
Scythe talons (Brutal, Lethal 5+)
5
4+
3/5
Abilities
AgileAmbushUnnatural Designed Killer

Agile: LEAPERS ignore light terrain when performing a Dash action.

Ambush: During deployment, for each friendly LEAPER, place 2 Ambush markers on the Killzone floor, wholly within 5 your territory. Set your LEAPER operatives in reserve.

As a STRATEGIC GAMBIT in each turning point after the first, you may expend another friendly TYRANID operative to set up one LEAPER ready and with a Engage order wholly within any Ambush marker.

TYRANID, SYNAPSE, LEAPER
Hormagaunt
A 2
M 7”
S 5+
W 9
Weapons
ATK
HIT
DMG
Razor claws (Severe)
4
3+
4/5
Abilities
Group ActivationInsatiable Biomorphology

Insatiable Biomorphology: STRATEGIC GAMBIT: Select one other friendly TYRANID operative visible and within 6" of this operative. That operative's melee weapons have the Accurate 1 weapon rule until the next Ready Step.

Tyranid, swarm, gaunt
BARBAGAUNT
A 3
M 5”
S 4+
W 13
Weapons
ATK
HIT
DMG
Symbiotic barblauncher (Rng 8”, Heavy (Dash), Piercing Crits 2, Stun)
4
4+
4/6
Explosive barblauncher (Blast 2”, Piercing 2)
5
4+
3/5
Corrosive barblauncher (Rng 6”, Heavy, Devastating 3, Rending)
3
4+
4/3
Bite
3
3+
3/3
Abilities
As one mind2AP: Entangling barbilarvae

As one mind: If this operative is within 6” of another friendly TYRANID SYNAPSE operative, Entangling Barbilarvae costs 1AP less.

Entangling barbilarvae (2AP): Select one enemy operative that was damaged by this operative during its activation. That enemy operative cannot perform a Reposition or Fallback actions until the next Strategy Phase.

This operative cannot perform this action while within control range of an enemy operative.

TYRANID, SYNAPSE, GAUNT
Termagaunt
A 2
M 6”
S 5+
W 10
Weapons
ATK
HIT
DMG
Deathspitter (concealed) (Silent, Piercing Crits 2, Limited 1)
4
4+
3/4
Deathspitter (focused) (Rng 8”, Devastating 2, Rending)
5
4+
4/2
Bite
3
4+
3/4
Abilities
Group ActivationSHARPSHOOTER

SHARPSHOOTER: STRATEGIC GAMBIT: Select one friendly TYRANID operative visible and within 6" of this operative. That operative ranged weapons have the Stun weapon rule until the next Ready Step.

Tyranid, swarm, gaunt
Ripper swarm
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Dagger fangs (Rending)
4
3+
1/3
Abilities
Corrupted HostElusive Horrors1AP: OVIPOSTOR IMPLANTParasitic Surge

Corrupted Host: Each time an enemy operative with a Parasite token is activated, inflict 1 damage on that operative. Then if that operative is incapacitated, gain 1CP.

Limit: 1CP per Turning point.

Elusive Horrors: Whenever this operative performs a fight action, enemy operatives cannot retaliate. If this operative has a Conceal order and is in cover, it cannot be selected as a valid target.

OVIPOSTOR IMPLANT (1AP): If this operative is within control range of one or more objective marker or mission token that isn’t infected, that marker or token is infected.

This operative cannot perform this action while it has a Conceal order, or while within control range of an enemy operative.

Parasitic Surge: As a STRATEGIC GAMBIT in the first turning point, place a Parasite token on each friendly RIPPER SWARM operative.

As a STRATEGIC GAMBIT in each turning point after the first, if one operative within control range of an objective marker or mission token, iit places their Parasite token within control range of that marker/token. When an enemy operative performs a mission action on an marker or token with a Parasite token, that enemy operative gains one of those Parasite token.

Tyranid, swarm, ripper
Equipment

Adrenaline tonsils:
Once per battle, when a friendly TYRANID operative performs a Shoot or Fight action, ranged weapons have Accurate 2 and improve both Dmg stats of its weapons by 1.


Bio metal plates:
Once per Turning Point, when a friendly TYRANID operative other than the TYRANID WINGED PRIME is activated, that friendly operative regains D3+1 lost wounds.


Poisonous spit:
Friendly TYRANID operatives have the following ranges weapon (you cannot select it for more than twice during the battle):

Poisonous Spit| R | atk 4| hit 4+| dmg 3/2| WR: Range 6”, Devastating 2, Piercing 1


Adrenaline tonsils:
Add 1” to friendly SYNAPSE operatives’ Move stat when performing a Charge action.

Add 1” to friendly SWARM operatives’ Move stat when performing a Fallback action.


Ploys

Firefight - Dire Retrieval:
Use this firefight ploy when a friendly TYRANID SWARM operative incapacitates an enemy operative. That friendly operative can perform a free Dash action.


Firefight - HIVEMIND RESILENCE:
Use this firefight ploy when your TYRANID WINGED PRIME is activated. Until the end of the Turning Point, ignore any changes to the STATS of your friendly TYRANID operatives other than the TYRANID WINGED PRIME from being injured.


Firefight - Terrorizing screech:
Once per battle, use this firefight ploy when you activate your TYRANID W I N GED PRIME operative. Select one enemy operative within control range of this operative. Roll one D3: on a 2+, that enemy operative cannot retaliate for the rest of this action. On a 3, as above, then perform a free Dash action.


Firefight - Adaptative ammunition:
Use this firefight ploy during a friendly TYRANID BARBAG AUNT or TERMAGAUNT activation. During its action, that operative’s ranged weapons have the Range 12" weapon rule


Strategic - PSYCHIC CHORUS:
Weapons of friendly TYRANID SWARM operatives within 3” of a TYRANID SYNAPSE operative have the Punishing weapon rule.


Strategic - SYNAPTIC PULSE:
Until the end of the Turning Point, enemies cannot retain more than 1 dice as a Critical hit against friendly TYRANID operatives within 6” of another friendly TYRANID operative.


Strategic - HUNTER REFLEXES:
Each friendly TYRANID GAUNT operative that has an Conceal order and is wholly within your territory can immeditely perform a free Dash action.

You cannot use this ploy during the first Turning Point.


Strategic - INSTINCTIVE TERROR:
Enemy operatives within control range of a friendly LEAPER or HORMAGAUNT operative worsen the Hit stat of their melee weapons by 1.


TacOps
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.


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.