Tyranid NPOs


Total Wounds: 119

Tyranid NPOs

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. 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

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".

40TYRANID, TYPHON MISSION PACK
2. 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
28TYRANID, TYPHON MISSION PACK
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
28TYRANID, TYPHON MISSION PACK
4. TYR: Ravener
TYR: Ravener
A 3
M 7"
S 5+
W 20/20
Weapons
ATK
HIT
DMG
Scything Talons
5
3+
4/5
Abilities
BehaviourPredatory Xenoform

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

40TYRANID, TYPHON MISSION PACK
5. Nemesis - Large
Nemesis - Large
A 6
M 6"
S 4+
W 75/75
Weapons
ATK
HIT
DMG
Heavy Flamer (Rng8", Sat, Tor2")
5
2+
3/3
Scything Talons (Ceaseless)
5
3+
4/6
Abilities
BulkyExtra DefenceNemesis - LargeTowering Size
Options
Behaviour: BattlerAllegiance: TyranidTrait: Crushing ImpactTrait: Violent Demise

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 - Large: ### Weapon and Option Selection

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

KillTeam Composition

Normal Op CountAdjusted Op Count w/ Nemesis
52
62
72
83
93
103
114
124
134
145

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

Behaviour: Battler: This NPO will move towards the enemy to fight them, but will shoot if the need arises. When activated, if it's a NEMESIS NPO or will perform the Fight, Charge or Shoot 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. Shoot.
  5. Dash towards the closest player operative, to cover if possible.

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: Crushing Impact: Thundering headlong into the fray, this combatant uses both the impetus of their charge and their armoured bulk to bring swift death to their foes.

When this operative finishes moving during the Charge action, inflict D3+3 damage on one enemy operative within its control range.

Trait: Violent Demise: From detonating ammunition stores to corrosive innards and frenzied death throes, some large targets are dangerous even in defeat.

If this operative is incapacitated, before it's removed from the killzone, inflict D6+1 damage on each other operative within 3" of it (excluding operatives with Heavy terrain wholly intervening between them and this operative).

80NEMESIS

Equipment

Ploys

Tac Ops