Tyranid Assault Easy/Medium v2

Tyranid Assault Easy/Medium v2

Common Abilities and Options

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

Operatives

1. Assault intercessor Sargeant
Assault intercessor Sargeant
A 3
M 6"
S 3+
W 15/15
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
2. Neophyte
Neophyte
A 2
M 6"
S 4+
W 12/10
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
3. Neophyte
Neophyte
A 2
M 6"
S 4+
W 12/10
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
4. Neophyte
Neophyte
A 2
M 6"
S 4+
W 12/10
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
5. Neophyte
Neophyte
A 2
M 6"
S 4+
W 12/10
Weapons
ATK
HIT
DMG
Bolt Pistol (RNG 8")
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
6. Eliminator Sniper
Eliminator Sniper
A 3
M 7"
S 3+
W 10/12
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
Options
Tyranid Assault
ADEPTUS ASTARTES
7. Assault intercessor Warrior
Assault intercessor Warrior
A 3
M 6"
S 4+
W 10/14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (RNG 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Options
Tyranid Assault
ADEPTUS ASTARTES
8. Initiate
Initiate
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES
9. Intercessor Warrior
Intercessor Warrior
A 3
M 6"
S 3+
W 14/14
Weapons
ATK
HIT
DMG
Bolt Rifle (PrcCrit1)
4
3+
3/4
Fists
4
3+
3/4
Options
Tyranid Assault
ADEPTUS ASTARTES

Equipment

Ploys

Cost: 2 Sargeant
Strategy Ploy
  • The Emperor's Champion
  • Castellan
Cost: 1 Sargeant
Strategy Ploy
  • Marshal
Cost: 5 Operatives
Strategy Ploy
  • Redemptor Dreadnought
Cost: 3 Operatives
Strategy Ploy
  • Terminator
Cost: 2 Operatives
Strategy Ploy
  • Sword Brother
  • Sternguard Veteran
  • Sterngaurd Veteran Heavy
Cost: 1 Operative
Strategy Ploy
  • Initiate
  • Intercessor Warrior
  • Eliminator Sniper
Cost: 0.5 Operative
Strategy Ploy
  • Neophyte

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.