Tyranid Leviathan Kill Team

Operatives

1. Termagant
Termagant
A 2
M 6"
S 5+
W 8/8
Weapons
ATK
HIT
DMG
Fleshborer (8" Ceaseless)
4
4+
3/4
Claws and Teeth
3
5+
2/3
Abilities
Endless Swarm

Endless Swarm: When this operative is incapacitated, roll one D6. On a 6, place it back into reserves it can rejoin the fight during the next turning point.

Tyranid, Gaunt, Trooper
2. Barbgaunt
Barbgaunt
A 2
M 5"
S 4+
W 10/10
Weapons
ATK
HIT
DMG
Barblauncher (12", Heavy, Blast 1")
5
4+
3/4
Clawed Limbs
3
4+
2/3
Abilities
Suppression Organism

Suppression Organism: Enemy operatives hit by the Barblauncher subtract 1" from movement until the end of the Turning Point.

Tyranid, Heavy Gunner
3. Ripper Swarm
Ripper Swarm
A 2
M 5"
S 6+
W 9/9
Weapons
ATK
HIT
DMG
Ravenous Jaws (Relentless)
5
4+
2/4
Abilities
Burrow

Burrow: At the end of any Turning Point, deploy it anywhere more than 6" from enemy operatives.

Swarm, Tyranid, Burrower
4. Winged Tyranid Prime
Winged Tyranid Prime
A 3
M 12"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Prime Talons (Rending)
5
3+
5/7
Spine Volley (8", Ceaseless)
4
3+
3/4
Abilities
Alpha PredatorWinged HunterSynaptic Commander

Alpha Predator: Once per Turning Point, this operative may perform a free Dash after incapacitating an enemy operative.

Winged Hunter: This operative ignores vertical distance while moving and may Fly over enemy operatives and terrain during movement.

Synaptic Commander: Friendly Tyranid operatives within 6" may re-roll one attack die during shooting or combat.

Fly, Synapse, Leader, Tyranid, Warrior

Equipment

Ploys

Hive Nest
Strategy Ploy

At the start of each turning point, after the first, you roll 1 D3 per Hive Nest, then place that many (Marksmen) or (Brawler) operatives at the sight of each Hive Nest.

To close a Hive Nest you must have 1 operative with control range of the Hive Nest, they must then expend an action point to close the nest.

Swarm Instinct
Strategy Ploy

When this operative is activated, if another friendly Tyranid operative is available, you may immediately activate that operative after this activation ends.

Tac Ops

Sweep & Clear
Seek And Destroy

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.

Dominate
Seek And Destroy

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.

Rout
Seek And Destroy

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.