Typhon Mission Pack Roster

Typhon Mission Pack Roster

Common Abilities and Options

Behaviour:
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.

Operatives

1. Hormagaunt 6
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
2. Hormagaunt 7
Hormagaunt
A 2
M 7"
S 5+
W 4/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
3. 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
BehaviourHidden 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".

Reserves

Hormagaunt 1
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 2
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 3
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 4
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 5
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 8
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 9
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Hormagaunt 10
Hormagaunt
A 2
M 7"
S 5+
W 7/7
Barbgaunt
Barbgaunt
A 2
M 6"
S 4+
W 12/12
Ravener
Ravener
A 3
M 7"
S 5+
W 20/20
Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Von Ryan's Leaper
Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12

Equipment

No Equipment

NPOs do not have equipment.

Ploys

SPORE MIASMA
Strategy Ploy

A thick miasma of microscopic Tyranid spores clogs the killzone, reducing visibility of lurking enemies.

Whenever an operative is shooting an operative more than 8" from it, roll one additional defence dice

SENTIENT BARBS
Strategy Ploy

Bristling at intruders, venomous barbs sprout from organic growths, straining towards new sources of potential biomatter as a sinister defence mechanism.

Whenever a player operative would move within 1" of a Tyranid Infestation terrain feature, roll one D6: on a 3+, infl ict 1 damage on that operative. Only roll once per terrain feature per activation.

BIRTHING SAC
Strategy Ploy

Straining into the open through membranous layers, aggressive new bioforms are spawned to protect the xenos growths.

Set up one ready NPO with a Conceal order as close as possible to a randomly determined gestation sac (S) terrain feature.

If you can’t (e.g. NPO limit is reached), draw a diff erent event card.

VORACIOUS
Strategy Ploy

A ravenous imperative compels the bestial bioforms to consume their prey.

NPOs’ weapons have the Lethal 5+ weapon rule.

RIPPER SWARM
Strategy Ploy

A swarm of insatiable creatures emerge in a thrashing coil of serpentine bodies, ambushing the unsuspecting to hungrily assimilate their biomass.

If a Ripper Swarm NPO isn’t in the killzone, set one up ready with a Conceal order in a location it can be placed wholly within NPOs territory in Joint Ops, or within control range of a random objective marker in Adversary Ops. In addition, place it within control range of a player operative if possible.

If a wounded Ripper Swarm NPO is already in the killzone, it regains all lost wounds.

If you cannot do either of the above, draw a diff erent event card.

FEED
Strategy Ploy

A synaptic imperative spurs an insatiable hunger amongst the growths’ mobile defenders, driving them on a spree of voracious consumption.

D3 NPOs immediately perform a free Fight action.

If none can, draw a different event card.

OVERRUN
Strategy Ploy

Catalysed into action by a synaptic command of the Hive Mind, Tyranid bioforms surge toward their prey in a hyperstimulated rush of overwhelming aggression.

Each NPO immediately performs a free Charge action up to 3" (its order can be changed to do so). Each that can’t can immediately perform a free Dash action instead.

LURK
Strategy Ploy

The xenos exhibit a heightened instinct to evade detection, lurking amidst shadows to await their time to strike.

Whenever a player operative is shooting an NPO, re-roll one of their defence dice if it’s appropriate for the NPO.

Whenever a player would strike an NPO, roll one D6: on a 5+, they must block instead. If this isn’t possible (e.g. it’s a normal success and the NPO only has critical successes), the strike has no effect.

SYNAPTIC BACKLASH
Strategy Ploy

A lance of chittering neural static forces its way into the brains of those daring to confront the will of the Hive Mind.

Select one player operative and roll one D6:

• If the result is higher than their APL stat, subtract 1 from their APL stat. • If the result is equal to or less than their APL stat, select a diff erent player operative and repeat this process.

This has no eff ect on player operatives that prevent any kind of PSYCHIC rules (e.g. PSYCHIC actions).

BIRTHING SAC
Strategy Ploy

Straining into the open through membranous layers, aggressive new bioforms are spawned to protect the xenos growths.

Set up one ready NPO with a Conceal order as close as possible to a randomly determined gestation sac (S) terrain feature.

If you can’t (e.g. NPO limit is reached), draw a diff erent event card.

Tac Ops