Tyranid NPO

Common Abilities and Options

Behavior:
1. Fight.

  1. Charge the closest player operative via the shortest possible route.

  2. Reposition towards the closest player operative via the shortest possible route.

  3. Dash towards the closest player operative via the shortest possible route.

Operatives

1. Neurogaunt
Hormagaunt
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Scything Talons
4
4+
2/4
Abilities
Behavior
2. Termagant
Termagant
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Ranged Bio-Weapon
4
4+
2/3
Claws & Teeth
3
4+
2/3
Abilities
Behavior
3. Barbgaunt
Tyranid Warrior
A 2
M 6"
S 4+
W 16/16
Weapons
ATK
HIT
DMG
Ranged Bio-Weapon
5
4+
3/4
Boneswords
4
4+
4/5
Abilities
BehaviorSynaptic BacklashSynapse

Synaptic Backlash: Whenever this operative is incapacitated, before it is removed from the killzone, inflict D3 damage on each Hormagaunt and Termagant within 3" of it (roll separately for each).

Synapse: Whenever a Hormagaunt or Termagant NPO is shooting or fighting within 3" of this operative, retain one attack dice as a normal success for that operative without rolling it.

4. Lictor
Lictor
A 2
M 6"
S 4+
W 20/20
Weapons
ATK
HIT
DMG
Claws & Talons
5
3+
4/6
Abilities
BehaviorHiddden Predator

Hiddden Predator: After this operative performs the Fight action, it immediately performs a free Fall Back action, to cover if possible. Whenever this operative is in cover from a player operative, it is not visible to that player operative.

Equipment

Ploys

Tac Ops