Tyranid Assault

Common Abilities and Options

Behavior (Brawler):
1. Fight

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

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

Operatives

1. Tyranid Warrior
Tyranid Warrior
A 2
M 6"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Bonesword & Whip (Torrent 1")
4
3+
4/5
Abilities
Behaviour (Brawler)Synaptic BacklashSynapse

Behaviour (Brawler): 1. Fight

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

  2. Shoot the closest player operative.

  3. Reposition towards the closest player operative.

  4. Dash towards the closest player operative.

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.

2. Barbgaunt
Barbgaunt
A 2
M 6"
S 4+
W 14/14
Weapons
ATK
HIT
DMG
Barblauncher (Blast 2", Hvy(Dash))
1D6
4+
4/6
Chitinous claws and teeth
3
4+
2/3
Abilities
Behaviour (Marksmen)Disruption Bombardment

Behaviour (Marksmen): 1. Fall Back. If possible, to a location where there’s a valid target.

  1. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible.

  2. Shoot.

  3. Dash towards the closest player operative, to cover if possible.

  4. Fight

Disruption Bombardment: If an enemy operative is damaged by this operatives Barblauncher that operative may not make a full move action on it's next activation, it may only take a Dash action.

3. Termagaunt
Termagaunt
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
2/3
Chitinous claws and teeth
3
4+
2/3
Abilities
Behavior (Marksmen)

Behavior (Marksmen): 1. Fall Back. If possible, to a location where there’s a valid target.

  1. Reposition towards the closest player operative, to cover if possible. Additionally, to a location where there’s a valid target if possible.

  2. Shoot.

  3. Dash towards the closest player operative, to cover if possible.

  4. Fight

MARKSMEN
4. Genestealer
Genestealer
A 2
M 8"
S 5+
W 12/12
Weapons
ATK
HIT
DMG
Genestealers claws and talons
4
2+
3/5
Abilities
Behavior (Brawler)
BRAWLER
5. Von Ryan's Leaper
Von Ryan's Leaper
A 3
M 11"
S 4+
W 18/18
Weapons
ATK
HIT
DMG
Leaper's talons
6
4+
3/4
Abilities
Behavior (Brawler)Hiddden 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.

BRAWLER

Equipment

Ploys

Hive Nests
Strategy Ploy

At the start of each turning point, after the first, you roll 1 D3 per Hive Nest, then place that many (Marksmen) or (Brawler) operatives at the sight of each Hive Nest.

To close a Hive Nest you must have 1 operative with control range of the Hive Nest, they must then expend an action point to close the nest.

Objective: Capture Zone, Roll 1-3
Strategy Ploy

To capture the zone you must have at least one operative wholey within the Objectives range with no enemy operatives within that range by the end of the turning point.

Objective: Capture the relic, Roll 4-5
Strategy Ploy

To capture the relic you must at least one operative wholey within the Objectives range and must not be Outnumberd by enemy operatives by the end of the turning point.

Objective: Recover fallen operative, Roll 6
Strategy Ploy

To recover fallen operative you must have an operative within the Objectives range and they must expend 3 action points to recover the fallen operative, this can be done over multiple turning points or by multiple operatives. If the fallen oprative is a Vehicle they can be used as cover.

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.