Tyranid Assault Easy/Medium v1

Tyranid Assault Easy/Medium v1

Common Abilities and Options

Tyranid Assault:
During Tyranid Assault this operative counts as 1 Sargeant

Operatives

1. Sternguard Veteran Sergeant
Sternguard Veteran Sergeant
A 3
M 6"
S 3+
W 20/20
Weapons
ATK
HIT
DMG
Combi-Melta
Bolter (Torrent 1")
4
3+
3/4
Melta (Rng 6", Dev 4, Lim1, Prc2)
4
3+
6/3
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
2. Bladeguard Veteran
Bladeguard Veteran
A 3
M 6"
S 3+
W 18/18
Weapons
ATK
HIT
DMG
Master-crafted Power Weapon (Lethal 4+)
6
3+
3/5
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Abilities
Shield Master1AP: Shield Charge
Options
Tyranid Assault

Shield Master: Once during each turning point you may collect 1 more attack dice during a fight

Shield Charge (1AP): This operative may make an additional dash as long as that dash ends in control range of an enemy operative, after it has completed it's move it may do D3+1 wounds to that enemy operative and push it back 2" and lose 1AP on it's next turn.

ADEPTUS ASTARTES
3. Eliminator Sniper
Eliminator Sniper
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Bolt Sniper Rifle
Executioner (Hvy(Dash), Sat, Seek Light, Silent)
4
2+
3/4
Hyperfrag (Blast 1", Hvy(Dash), Silent)
4
2+
2/4
Mortis (Dev 3, Hvy(Dash), Prc1, Silent)
4
2+
3/3
Bolt Pistol (RNG 8")
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: Optics
Options
Tyranid Assault

Optics (1AP): Until the start of this operative's next activation, whenever it is shooting, enemy operatives cannot be obscured.

This operative cannot perform this action while within control range of an enemy operative.

ADEPTUS ASTARTES
4. Assault Intercessor Warrior (Hammer)
Assault Intercessor Warrior (Hammer)
A 3
M 6"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Thunder Hammer (Shock, Stun)
5
4+
5/6
Options
Tyranid Assault
ADEPTUS ASTARTES
5. Infiltrator Helix Adept
Infiltrator Helix Adept
A 3
M 7"
S 3+
W 12/12
Weapons
ATK
HIT
DMG
Marksman Bolt Carbine (Lethal 5+)
4
3+
3/4
Fists
4
3+
3/4
Abilities
1AP: Helix GauntletMedic!
Options
Tyranid Assault

Helix Gauntlet (1AP): Select one friendly ADEPTUS ASTARTES operative within this operative's control range to regain up to 1D3+3 lost wounds. It cannot be an operative that the Medic! rule was used on during this turning point.

This operative cannot perform this action while within control range of an enemy operative.

Medic!: The first time during each turning point that another friendly ADEPTUS ASTARTES operative would be incapacitated while visible to and within 3" of this operative, you can use this rule, providing neither this nor that operative is within control range of an enemy operative. If you do, that friendly operative is not incapacitated, has 1D3 wounds remaining, and cannot be incapacitated for the remainder of that action.

After that action, that friendly operative can immediately perform a free Dash action, but must end that move with this operative's control range. Subtract 1 from this and that operative's APL stats until the end of their next activations respectively, and if this rule was used during that friendly operative’s activation, that activation ends.

You cannot use this rule if this operative is incapacitated, or if it is a Shoot action and this operative would be a primary or secondary target.

ADEPTUS ASTARTES
6. Infernus Grenadier
Infernus Grenadier
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Pyreblaster
Standard (Rng 8", Torrent 2", Saturate)
5
2+
3/3
Deluge (Rng 4", Saturate, Seek Light)
4
2+
3/3
Bolt Pistol (Rng 8")
4
3+
3/4
Close combat weapon
4
3+
3/4
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES

Equipment

Ploys

Cost: 2 Sargeant
Strategy Ploy
  • Asmodai
  • Captain in Terminator Armour
  • Captain in Gravis Armour
  • Librarian in Terminator Armour
Cost: 1 Sargeant
Strategy Ploy
  • Sternguard Sargeant
  • Assault intercessor Sargeant
  • Intercessor Sargeant
Cost: 5 Operative
Strategy Ploy
  • Ballistus Dreadnought
  • Redepmtor Dreadnaught
Cost: 2 Operative
Strategy Ploy
  • Apothocary Biologis
  • Lieutenant with Combi Weapon
  • Sternguard Veteran Heavy
  • Sternguard Veteran
  • Bladeguard Veteran
  • Inner Circle Companion
  • Librarian in Phobos Armour
Cost: 1 Operative
Strategy Ploy
  • Infernus Warrior
  • Infernus Grenadier
  • Intercessor Warrior
  • Intercessor Gunner
  • Assault Intercessor
  • Assault Intercessor (Hammer)
  • Infiltrator Helix Adept
  • Incursor Minelayer
  • Eliminator Sniper

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.