Tyranid Swarm


Total Wounds: 318

Tyranid NPO operatives for Lion and Wolf's The Defenders of Pythos series.

Tyranid Swarm

Common Abilities and Options

Behaviour - Marksman:
This NPO will move to an ideal position to shoot the enemy. When activated, if it's a NEMESIS NPO or will perform the Shoot action during that activation, give it an Engage order. Otherwise, give it a Conceal order.

  1. Fall Back. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.
  2. Shoot.
  3. Reposition. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission (a subsequent Dash action can fulfil these).
  4. Dash. If possible, to a location where there's a valid target that isn't obscured, if not, to a location that's appropriate for the NPOs to better win the mission.

Behaviour - Brawler:
This NPO will move towards the enemy to fight them, but will seek cover on its way. When activated, if it's a NEMESIS NPO or will perform the Fight or Charge action during that activation, give it an Engage order. Otherwise, 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).
  4. Dash towards the closest player operative, to cover if possible.

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.

Lightning Reflexes:
Whenever this NPO is fighting, worsen the Hit stat of the enemy operative's weapons by 1 (to a minimum of 5+).

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".

Predatory Xenoform:
This operative can perform two Fight actions during its activation.

Operatives

1. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
2. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
3. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
4. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
5. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
6. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
7. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
8. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
9. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
10. TYR: Termagant
TYR: Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Claws & teeth
3
4+
2/3
Abilities
Behaviour - Marksman
TYRANID
11. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
12. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
13. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
14. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
15. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 7"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
3+
3/4
Abilities
Behaviour
TYRANID, TYPHON MISSION PACK
16. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
17. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
18. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
19. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
20. TYR: Hormagaunt
TYR: Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything talons
4
3+
3/4
Abilities
Behaviour - Brawler
TYRANID
21. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
22. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
23. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
24. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
25. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
26. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
27. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
28. GSC: Genestealer
GSC: Genestealer
A 2
M 7"
S 5+
W 9/9
Weapons
ATK
HIT
DMG
Rending claws (Rnd)
4
3+
4/5
Abilities
Behaviour - BrawlerLightning Reflexes
TYRANID, GENESTEALER CULT
29. TYR: Ripper Swarm
TYR: Ripper Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors
TYRANID, TYPHON MISSION PACK
30. TYR: Ripper Swarm
TYR: Ripper Swarm
A 2
M 6"
S 5+
W 10/10
Weapons
ATK
HIT
DMG
Claws & Teeth
5
4+
1/2
Abilities
BehaviourHidden Horrors
TYRANID, TYPHON MISSION PACK
31. TYR: Von Ryan's Leaper
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
32. TYR: Von Ryan's Leaper
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
33. TYR: Von Ryan's Leaper
TYR: Von Ryan's Leaper
A 3
M 7"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform
TYRANID, TYPHON MISSION PACK
34. Hive Tyrant
Nemesis - Medium
A 5
M 6"
S 4+
W 50/50
Weapons
ATK
HIT
DMG
Stranglethorn Cannon (Blast 2", Lethal 5+)
5
3+
3/5
Close Combat Weapon (Selection 0)
3
4+
4/5
Paired Weapon (Paired: Select one other melee weapon this operative has and add 1 to its Atk stat.)
-
-
-
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - MediumTowering Size
Options
Allegiance: TyranidTrait: Tough

Bulky: - This operative cannot be placed on Vantage terrain higher than 2" from the killzone floor

  • Whenever this operative would perform the Fight action, the distance requirements of its control range can be changed to 1" horizontally and 4" vertically until the end of that action
  • This operative can move through other operatives (excluding NEMESIS operatives)
  • Ignore all changes to this operative's APL and if it is a player operative, APL changes do not affect the 5AP you can spend per turning point.

Extra Defence: Whenever an operative is shooting this operative, collect and roll one additional defence die, unless this operative is injured.

Nemesis - Medium: ### Weapon and Option Selection

  • Select two weapons
  • Select one Faction Allegiance
  • Select one Nemesis Trait

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
53
63
74
84
95
105
116
126
137
147

Towering Size: - In the Firefight phase, whenever you determine this operative's order, you cannot select Conceal

  • This operative cannot be in cover or obscured by Light terrain, terrain parts less than 3" tall or terrain that is not wholly intervening
  • Whenever another operative is performing the Shoot action, being within control range of other operatives does not prevent this operative from being selected as a valid target. In other words, this operative can be shot while within control range of friendly operatives
  • This operative can move through terrain parts less than 2" tall. It cannot move through Accessible terrain (excluding hatchways) unless that terrain is also less than 2" tall
  • Whenever this operative would finish a move in a terrain feature less than 2" tall, temporarily remove that terrain feature from the killzone, then return it when this operative leaves that location; if it is an equipment terrain feature, remove it from the battle instead

Allegiance: Tyranid: Will Of The Hive Mind:

Ignore the changes to Tyranid NPO and Tyranid Nemesis operatives' stats from being injured (including their weapon stats).

Trait: Tough: Some operatives are exceptionally hardy, capable of enduring even in the face of horrific wounds. Such a trait may be due to thickened endoskeletons, reinforced subsystems or even supernatural warding.

Whenever an attack dice inflicts damage of 4 or more on this operative, roll one D6: on a 5+, subtract 1 from that inflicted damage.

NEMESIS

Equipment

Ploys

Tac Ops