Tyranid swarm alpha strike
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 KillerVon 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 KillerHormagaunt
A 2
M 7”
S 5+
W 9
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Razor claws (Severe) | 4 | 3+ | 4/5 |
Abilities
Group ActivationInsatiable BiomorphologyBARBAGAUNT
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 barbilarvaeTermagaunt
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 ActivationSHARPSHOOTERRipper 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 SurgeAdrenaline 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.
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: 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
Strategy Ploys
Strategy: PSYCHIC CHORUS
Weapons of friendly TYRANID SWARM operatives within 3” of a TYRANID SYNAPSE operative have the Punishing weapon rule.
Strategy: 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.
Strategy: 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.
Strategy: INSTINCTIVE TERROR
Enemy operatives within control range of a friendly LEAPER or HORMAGAUNT operative worsen the Hit stat of their melee weapons by 1.
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.
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.