Tyranid Npo

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.

Predatory Xenoform:
This operative can perform two Fight actions during its activation.

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. 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
3. Ripper Swarm
Ripper Swarm
A 2
M 6"
S 5+
W 10/10
Abilities
BehaviorHidden Horrors

Hidden Horrors: Whenever this operative has a Conceal order and is in cover, it cannot be selected as a valid target, taking precedence over all other rules (e.g. Seek, Vantage terrain) except being within 2".

32
4. Barbgaunt
Barbgaunt
A 2
M 6"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2":)
5
4+
3/5
Stationary (Blast 2", Ceaseless, Heavy)
4
4+
3/4
Claws and Teeth
3
4+
2/3
Abilities
Behavior
32
5. Von Ryan's Leaper
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
Predatory XenoformFights FirstBehavior

Fights First: When an enemy operative is performing the Fight action against this operative, in the Resolve Attack Dice step of that sequence, you resolve the first attack dice (i.e. defender instead of attacker).

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. Winged Tyranid Prime
Winged Tyranid Prime
A 3
M 8"
S 4+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons (Lethal 5+:)
5
3+
4/5
Abilities
BehaviorWinged BioformPredatory Xenoform

Winged Bioform: This unit can ignore light terrain features when determining repositioning distance.

32
8. Screamer killer (Medium Nemesis)
Screamer killer (Medium Nemesis)
A 6
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Bio-plasmic scream ((Blast 2"))
4
4+
6/8
Screamer-killer talons
8
4+
6/8
Abilities
BrutalTrait: ToughBehaviour: BattlerTrait: Crushing Impact

Brutal: Opponent can only parry with critical hits.

Trait: Tough: Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

Behaviour: Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot action during that activation, give it an Engage order. Otherwise, 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). Shoot. Dash towards the closest player operative, to cover if possible.

Trait: Crushing Impact: When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

32
9. Psychophage (Medium Nemesis)
Psychophage (Medium Nemesis)
A 6
M 6"
S 4+
W 45/45
Weapons
ATK
HIT
DMG
Psychoclastic torrent ((Rng8",Tor2"))
6
2+
4/4
betentacled Maw
Strike (Ceaseless)
4
3+
5/6
Thrash (Lethal 5+:)
8
2+
3/5
Abilities
Behaviour: BrawlerPsychic DissonanceThe Feast

Behaviour: Brawler: This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, 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). Dash towards the closest player operative, to cover if possible.

Psychic Dissonance: Until the end of this NPO’s next activation, all enemy operatives within 3" of this NPO lose the Psychic keyword and cannot perform Psychic Actions. Furthermore, any Invulnerable save is treated as a standard Save characteristic of 5+ (if the operative’s current Save is worse than 5+, use their current Save instead).

The Feast: If this model makes a charge add 2 to its attacks

32

Equipment

Ploys

Tac Ops