Tyranid swarm alpha strike

Tyranid swarm alpha strike

Common Abilities and Options

Unnatural Designed Killer:
Once per battle, This operative can perform two Fight actions during an activation. You must choose a different weapon profile on each of those actions.

Entangling barbilarvae (2AP):

Select one enemy operative that was damaged by this operative during its activation. That enemy operative cannot perform a Reposition or Fallback actions until the next Strategy Phase.

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

As one mind:
If this operative is within 6” of another friendly TYRANID SYNAPSE operative, Entangling Barbilarvae costs 1AP less.

Group Activation:
Group Activation: Whenever this operative is expended,you must then activate one other friendly TYRANID GAUNT operative (if able), before your opponent activates. When that other operative is expended, your opponent then activates as normal.

SHARPSHOOTER:
STRATEGIC GAMBIT: Select one friendly TYRANID operative visible and within 6" of this operative. That operative ranged weapons have the Stun weapon rule until the next Ready Step.

Eq: Adrenaline tonsils:
Once per battle, when a friendly TYRANID operative performs a Shoot or Fight action, ranged weapons have Accurate 2 and improve both Dmg stats of its weapons by 1.

Operatives

1. TYRANID WINGED PRIME
TYRANID WINGED PRIME
A 3
M 7"
S 4+
W 15/16
Weapons
ATK
HIT
DMG
Bone sword (Lethal 5+, Brutal, Shock)
5
4+
3/4
Steelsharp claws (Lethal 5+, Rending, Stun)
3
3+
4/5
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
2AP: NEURAL LEASHFlyUnnatural Designed Killer1AP: HIVEMIND
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils

NEURAL LEASH (2AP): Select one enemy operative visible and within 3” of this operative. Roll one D6: on a 4+, that enemy operative performs one Shoot action against another enemy operative that is visible and within 12” of the shooter.

Worsen both dmg stats of that ranged weapon by 1.

An operative controlled by NEURAL LEASH cannot be selected more than once per battle.

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

Fly: Whenever this operative performs an action in which it moves, it can FLY. If it does, don’t move it. Instead, remove it from the killzone and set it back up wholly within a distance equal to its Move stat (or 3" if it was a Dash) of its original location, measuring the horizontal distance only (in a killzone that uses the close quarters rules, this distance cannot be measured over or through Wall terrain, and it cannot FLY through an open hatchway). Note that it gains no additional distance when performing the Charge action. It must be set up in a location it can be placed, and unless it’s the Charge action, it cannot be set up within control range of an enemy operative.

HIVEMIND (1AP): SUPPORT. Select one other friendly TYRANID SWARM operative visible and within 6” of this operative. That operative can perform a free Dash action for free.

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

TYRANID, SYNAPSE, LEADER
2. Von Ryan’s Leaper
Von Ryan’s Leaper
A 3
M 8"
S 3+
W 12/11
Weapons
ATK
HIT
DMG
Scythe talons (Brutal, Lethal 5+)
5
4+
3/5
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
AmbushUnnatural Designed KillerAgile
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils

Ambush: During deployment, for each friendly LEAPER, place 2 Ambush markers on the Killzone floor, wholly within 5 your territory. Set your LEAPER operatives in reserve.

As a STRATEGIC GAMBIT in each turning point after the first, you may expend another friendly TYRANID operative to set up one LEAPER ready and with a Engage order wholly within any Ambush marker.

Agile: LEAPERS ignore light terrain when performing a Dash action.

TYRANID, SYNAPSE, LEAPER
3. BARBAGAUNT
BARBAGAUNT
A 3
M NaN"
S 4+
W 11/13
Weapons
ATK
HIT
DMG
Explosive barblauncher (Blast 2”, Piercing 2)
5
4+
3/5
Bite
3
3+
3/3
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
2AP: Entangling barbilarvaeAs one mind
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils
TYRANID, SYNAPSE, GAUNT
4. BARBAGAUNT
BARBAGAUNT
A 3
M NaN"
S 4+
W 11/13
Weapons
ATK
HIT
DMG
Corrosive barblauncher (Rng 6”, Heavy, Devastating 3, Rending)
3
4+
4/3
Bite
3
3+
3/3
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
2AP: Entangling barbilarvaeAs one mind
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils
TYRANID, SYNAPSE, GAUNT
5. Termagaunt
Termagaunt
A 2
M NaN"
S 5+
W 8/10
Weapons
ATK
HIT
DMG
Deathspitter (concealed) (Silent, Piercing Crits 2, Limited 1)
4
4+
3/4
Deathspitter (focused) (Rng 8”, Devastating 2, Rending)
5
4+
4/2
Bite
3
4+
3/4
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
Group ActivationSHARPSHOOTER
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils
Tyranid, swarm, gaunt
6. Termagaunt
Termagaunt
A 2
M NaN"
S 5+
W 8/10
Weapons
ATK
HIT
DMG
Deathspitter (concealed) (Silent, Piercing Crits 2, Limited 1)
4
4+
3/4
Deathspitter (focused) (Rng 8”, Devastating 2, Rending)
5
4+
4/2
Bite
3
4+
3/4
Eq: Poisonous Spit (Range 6”, piercing 2)
4
4+
3/3
Abilities
Group ActivationSHARPSHOOTER
Options
Eq: Adrenaline tonsilsEq: Adrenaline tonsils
Tyranid, swarm, gaunt

Equipment

Adrenaline tonsils

Once per battle, when a friendly TYRANID operative performs a Shoot or Fight action, ranged weapons have Accurate 2 and improve both Dmg stats of its weapons by 1.

Bio metal plates

Once per Turning Point, when a friendly TYRANID operative other than the TYRANID WINGED PRIME is activated, that friendly operative regains D3+1 lost wounds.

Poisonous spit

Friendly TYRANID operatives have the following ranges weapon (you cannot select it for more than twice during the battle):

Poisonous Spit| R | atk 4| hit 4+| dmg 3/2| WR: Range 6”, Devastating 2, Piercing 1

Adrenaline tonsils

Add 1” to friendly SYNAPSE operatives’ Move stat when performing a Charge action.

Add 1” to friendly SWARM operatives’ Move stat when performing a Fallback action.

Ploys

Dire Retrieval
Firefight Ploy

Use this firefight ploy when a friendly TYRANID SWARM operative incapacitates an enemy operative. That friendly operative can perform a free Dash action.

HIVEMIND RESILENCE
Firefight Ploy

Use this firefight ploy when your TYRANID WINGED PRIME is activated. Until the end of the Turning Point, ignore any changes to the STATS of your friendly TYRANID operatives other than the TYRANID WINGED PRIME from being injured.

Terrorizing screech
Firefight Ploy

Once per battle, use this firefight ploy when you activate your TYRANID W I N GED PRIME operative. Select one enemy operative within control range of this operative. Roll one D3: on a 2+, that enemy operative cannot retaliate for the rest of this action. On a 3, as above, then perform a free Dash action.

Adaptative ammunition
Firefight Ploy

Use this firefight ploy during a friendly TYRANID BARBAG AUNT or TERMAGAUNT activation. During its action, that operative’s ranged weapons have the Range 12" weapon rule

PSYCHIC CHORUS
Strategy Ploy

Weapons of friendly TYRANID SWARM operatives within 3” of a TYRANID SYNAPSE operative have the Punishing weapon rule.

SYNAPTIC PULSE
Strategy Ploy

Until the end of the Turning Point, enemies cannot retain more than 1 dice as a Critical hit against friendly TYRANID operatives within 6” of another friendly TYRANID operative.

HUNTER REFLEXES
Strategy Ploy

Each friendly TYRANID GAUNT operative that has an Conceal order and is wholly within your territory can immeditely perform a free Dash action.

You cannot use this ploy during the first Turning Point.

INSTINCTIVE TERROR
Strategy Ploy

Enemy operatives within control range of a friendly LEAPER or HORMAGAUNT operative worsen the Hit stat of their melee weapons by 1.

Tac Ops

Track Enemy
Infiltration

Reveal: The first time you score VP from this op.

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

You cannot score more than 2VP from this op per turning point.

Plant Devices
Infiltration

Reveal: The first time a friendly operative performs the Plant Device action.

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

You cannot score more than 2VP from this op per turning point.

Steal Intelligence
Infiltration

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.

Flank
Recon

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.

Retrieval
Recon

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.
Scout Enemy Movement
Recon

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.