Typhon NPOs (Expanded)

Typhon NPOs (Expanded)

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.

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

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).

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
Tier 1
2. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
3. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
4. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
5. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
6. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
7. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
8. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
9. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
10. Hormagaunt
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behavior
Tier 1
11. Ripper Swarm
Ripper Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Claws and Teeth
5
4+
1/2
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".

Tier 1
12. 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
BehaviorFights FirstPredatory Xenoform
Tier 2
13. 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
BehaviorFights FirstPredatory Xenoform
Tier 2
14. 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
BehaviorFights FirstPredatory Xenoform
Tier 2
15. Ravener
Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviorPredatory Xenoform
Tier 3
16. Ravener
Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviorPredatory Xenoform
Tier 3
17. Ravener
Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviorPredatory Xenoform
Tier 3
18. Old One Eye
Old One Eye
A 3
M 5"
S 5+
W 35/35
Weapons
ATK
HIT
DMG
Carnifex Talons & Crushing Claws (Brutal)
5
3+
5/6
Abilities
Monstrous SizeBehaviorPredatory XenoformAdaptive RegenerationFerocious Charge

Monstrous Size: This operative cannot be given a Conceal order.

Adaptive Regeneration: At the beginning of each activation, this operative regains D3 lost wounds. If this operative lost 10 or more wounds since the last activation, instead regain 2D3 lost wounds.

Ferocious Charge: Whenever this operative finishes moving during the Charge action, inflict D3 damage to each operative within its control range.

Tier 5
19. Broodlord
Broodlord
A 3
M 7"
S 4+
W 26/26
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+, Rending)
5
3+
4/5
Abilities
BehaviorVicious InsightHypnotic Gaze

Vicious Insight: When this unit is within 8" of other TYRANID operatives, those units gain the Ceaseless weapon rule when fighting.

Hypnotic Gaze: When this NPO fights a player operative, for each attack from that player operative subtract 1 from the Hit roll.

Tier 5
20. Genestealer
Genestealer
A 2
M 8"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+,)
5
3+
4/6
Abilities
Behavior
Tier 2
21. Genestealer
Genestealer
A 2
M 8"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+,)
5
3+
4/6
Abilities
Behavior
Tier 2
22. Genestealer
Genestealer
A 2
M 8"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+,)
5
3+
4/6
Abilities
Behavior
Tier 2
23. Genestealer
Genestealer
A 2
M 8"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Rending Claws (Lethal 5+,)
5
3+
4/6
Abilities
Behavior
Tier 2

Equipment

Ploys

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 friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

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 Dominate tokens.

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.