Deadly Sniper 90W Tyranids

Deadly Sniper 90W Tyranids

Common Abilities and Options

Behavior:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it can perform either of its first two actions during that activation, give it an Engage order. If it cannot, give it a Conceal order.

Fight. Charge the closest player operative via the shortest possible route. Reposition towards the closest player operative, to cover if possible (a subsequent Dash action can fulfil this, if able). Dash towards the closest player operative, to cover if possible.

Behaviour:
This operative cannot move, have an Engage order, be readied or be activated. Whenever an NPO would activate, if this operative has reloaded (see below) and there’s a valid target for it, perform the Shoot action with this operative instead of activating an NPO, then it has no longer reloaded.

Operatives

1. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
32
2. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
32
3. Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behavior
32
4. Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behavior
32
5. Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behavior
32
6. Tyranid Warrior (Gunner)
Tyranid Warrior (Gunner)
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Deathspitter
5
3+
4/5
Claws and Teeth
4
3+
3/4
Abilities
Behavior
32
7. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
32
8. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
32
9. Tyranid Warrior (Gunner)
Tyranid Warrior (Gunner)
A 3
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Deathspitter
5
3+
4/5
Claws and Teeth
4
3+
3/4
Abilities
Behavior
32
10. Deadly Sniper
Deadly Sniper
A 0
M 0
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Sniper (dev 3, heavy, silent)
4
2+
3/3
Gun Butt
3
4+
2/3
Abilities
BehaviourReloadSniper’s Nest

Reload: In the Ready step of each Strategy phase, this operative has reloaded. Each time after this operative performs the Shoot action, roll one D6: after a number of player operatives have been activated this turning point equal to the result, this operative has reloaded.

Sniper’s Nest: Whenever this operative is shooting, operatives cannot be obscured. Whenever determining visibility from this operative (but not to it), the line can also be drawn from any part of the Vantage terrain it’s on, or the rampart touching that Vantage terrain.

32
11. Tyrant Guard
Tyrant Guard
A 3
M 5"
S 3+
W 16/16
Weapons
ATK
HIT
DMG
Crushing Claws (brutal)
4
4+
5/7
Abilities
BehaviourGuard

Guard: This model will move to the central objective

32

Equipment

Ploys

Tac Ops