Hive Fleet

Homebrew by guitarninja

A Hive Fleet is a large armada of living, biomechanical starships created by the Tyranids for the purpose of gathering the raw materials and biomass necessary for the reproduction, evolution and expansion of their species. A hive fleet is used to attack and strip star systems of their biomass using the full range of Tyranid bioforms.

100% positive
Composition

A HIVE FLEET kill team consists of 14 operatives selected from the following list:

- 
	TYRANID WARRIOR PRIME operative equipped with one option from each of the following:
	
		- Boneswords, DeathSpitter, Devourer, Rending Claws, Scything Talons, Spinefists, or Lash Whip; Bonesword
		- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
	

- 
	TYRANID WARRIOR FIGHTER each separately equipped with one option from each of the following:
	
		- Boneswords, DeathSpitter, Devourer, Rending Claws, Scything Talons, Bonesword, Spinefists, or Lash Whip
		- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
	

- 
	TYRANID WARRIOR HEAVY GUNNER each separately equipped with one option from each of the following:
	
		- Barbed Strangler or Venom Cannon
		- Boneswords, Rending Claws, Scything Talons, or Lash Whip; Bonesword
	

- HORMAGAUNT
- 
	TERMAGAUNT equipped with Claws and one of the following options:
	
		- Devourer, Fleshborer, or Spinefists
	

- 
	TERMAGAUNT GUNNER equipped with Claws and one of the following options:
	
		- Spike rifle, Shardlauncher, or Strangleweb
	
- RIPPER SWARM

Your kill team may include no more than 2 ripper swarm operatives. Your kill team may include no more than 3 TYRANID WARRIOR operatives, each counting as 2 selections and other than TYRANID WARRIOR FIGHTER operatives each TYRANID WARRIOR operative may only be selected once. Your team may include no more than 3 TERMAGANT GUNNER operatives, each with a unique weapon.

Common Abilities and Options

Synapse:

Each time this operative is activated, if it is injured and within 6" of a friendly HIVE FLEET SYNAPSE operative, for that activation, do not subtract 2" from its Movement characteristic as a result of being injured
While this operative is injured and within 6" of a friendly HIVE FLEET SYNAPSE operative, do not worsen the hit stat of weapons it is equipped with as a result of being injured

Weaponbeast:
If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly TYRANID SWARM HORMAGANT operative (if able) before your opponent activates. When that other operative is expended, your opponent then activates as normal (in other words, you cannot activate more than two operatives in succession with this rule).

Tyranid Warrior Prime
A 3
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Spinefists (Rng 6")
5
2+
3/4
Lash Whip (Rng 3", Stun, Lash Whip)
4
2+
3/4
Devourer (Ceaseless)
5
3+
3/4
Deathspitter
5
3+
4/5
Bonesword (Lethal 5+)
3
2+
4/6
Scything Talons (Bal)
4
2+
4/6
Rending Claws (Rnd)
4
2+
4/5
Boneswords (Lethal 5+)
4
2+
4/6
Abilities
Synapse1AP: Synaptic CommandWeaponbeast

Synaptic Command (1AP): Select one other friendly HIVE FLEET operative Visible to this operative. It can immediately perform any 1 AP action.

HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, LEADER
Tyranid Warrior Fighter
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Spinefists (Rng 6")
5
3+
3/4
Lash Whip (Rng 3", Stun, Lash Whip)
4
3+
3/4
Devourer (Ceaseless)
5
4+
3/4
Deathspitter
5
4+
4/5
Bonesword (Lethal 5+)
3
3+
4/6
Scything Talons (Bal)
4
3+
4/6
Rending Claws (Rnd)
4
3+
4/5
Boneswords (Lethal 5+)
4
3+
4/6
Abilities
SynapseWeaponbeast
HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, FIGHTER
Tyranid Warrior Heavy Gunner
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Lash Whip (Rng 3", Stun, Lash Whip)
4
3+
3/4
Venom Cannon (Hvy, Prc1)
5
4+
5/6
Barbed Strangler (Hvy, Blast 2")
5
4+
4/5
Scything Talons (Bal)
4
3+
4/6
Rending Claws (Rnd)
4
3+
4/5
Boneswords (Lethal 5+)
4
3+
4/6
Bonesword (Lethal 5+)
3
3+
4/6
Abilities
Synapse
HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, HEAVY GUNNER
Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons
ATK
HIT
DMG
Scything Talons (Relentless)
4
4+
3/5
Abilities
Group ActivationSynapse
HIVE FLEET,TYRANID, TYRANID SWARM, HOMAGAUNT
Termagant
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Devourer (Ceaseless)
5
4+
3/4
Fleshborer (Rng 6")
4
4+
3/4
Spinefists (Rng 6")
4
3+
2/3
Claws
3
4+
2/3
Abilities
Group ActivationSynapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Termagant Gunner
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Spike rifle (Hvy(Dash), Dev3, Prc1)
5
4+
4/3
Shardlauncher (Hvy(Dash), Blast 2")
5
4+
4/5
Strangleweb (Rng 6", Stun, Tor 2")
5
3+
2/2
Claws
3
4+
2/3
Abilities
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Ripper Swarm
A 2
M 6"
S -
W 14
Weapons
ATK
HIT
DMG
Swarming Claws (Ceaseless)
6
5+
2/3
Abilities
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Equipment

Extended Chitin:
Once per turning point, when an operative is shooting a friendly HIVE FLEET operative, in the roll defence dice step, you can retain one of your normal successes as a critical success instead.


Feeder Tendrils:
Once per turning point when a HIVE FLEET operative incapacitates an enemy operative in combat, it regains up to 1D3 lost wounds.


Adrenal Glands:
Once per game as a STRATEGIC GAMBIT, add 1" to the Movement characteristic of all friendly HIVE FLEET operatives until the end of the turning point.


Climbing Claws:
Whenever a friendly HIVE FLEET operative is climbing, treat the vertical distance as 1" less (to a minimum of 2"). Note this has no effect when using ladder equipment terrain, which treats the vertical distance as 1" (but would have an effect if the operative then continued climbing another terrain feature).


Ploys

Strategic - Call the Swarm:
As a STRATEGIC GAMBIT in any turning point after the first. Select one defeated HORMAGANT or TERMAGANT operative and set it up wholly within 3" of your dropzone with all its wounds remaining.


Strategic - Territorial Instinct:
Whenever an operative is shooting a friendly HIVE FLEET operative that’s within 2" of an objective marker or an enemy operative, you can re-roll one of your defence dice.


Strategic - Stalk Target:
One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Normal Move action.


Strategic - Shadow in the Warp:
Until the end of the Turning Point, enemy operatives within 3" of a friendly SYNAPSE operative cannot have their APL positively modified and cannot re-roll dice results of 1.


Firefight - Aggressive Biostrain:
Use this Firefight Ploy after making a shooting attack with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.


Firefight - Outnumber:
Use this firefight ploy during a friendly HIVE FLEET operative’s activation, before or after it performs an action. Select one enemy operative within its control range. One other friendly HIVE FLEET operative can immediately perform a free Fight action, but it can only fight against that enemy operative.


Firefight - Unseen Hunter:
Use this Firefight Ploy at the start or end of any activation. Select one friendly HIVE FLEET operative that has not performed a shooting attack during this Turning Point. You can change its order.


Firefight - Will Of The Hive Mind:
Use this Firefight Ploy when a friendly HIVE FLEET operative within 6" of a friendly HIVE FLEET SYNAPSE operative is activated. Add 1 to the activated operative's APL.


TacOps
Seek And Destroy: Sweep & Clear

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.


Seek And Destroy: Dominate

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.


Seek And Destroy: Rout

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.


Security: Plant Banner

Reveal: When you perform the Plant Banner action.

Mission Action: Plant Banner (1 AP)

  • Place your Banner mission marker within the active operative's control range, wholly within your opponent's territory and more than 5" from a neutral killzone edge. Operatives can perform the Pick Up Marker action on your Banner mission marker.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if a friendly operative has already performed this action during the battle.

Victory Points:

At the end of each turning point after the first, if your Banner mission marker is wholly within your opponent's territory and friendly operatives control it, you score 1VP; if that's true and no enemy operatives contest it, you score 2VP instead. Note your Banner mission marker must be in the killzone (not being carried) to score.


Security: Martyrs

Reveal: The first time a friendly operative is incapacitated while contesting an objective marker.

Additional Rules:

Whenever a friendly operative is incapacitated while contesting an objective marker, that marker gains one of your Martyr tokens.
Note that this is only the first time each operative is incapacitated, so if an operative is incapacitated, set back up (e.g. HIEROTEK CIRCLE Reanimation Protocols) and then subsequently incapacitated again, a second Martyr token cannot be gained as a result.

Victory Points:

At the end of each turning point after the first, if friendly operatives contest an objective marker that has one or more of your Martyr tokens, you can remove any of those tokens. For each token you remove, you score 1VP; if friendly operatives also control that marker, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Security: Envoy

Reveal: The first time you select an envoy.

Additional Rules:

As a STRATEGIC GAMBIT in each turning point after the first, select one friendly operative to be your envoy until the Ready step of the next Strategy phase. You cannot select an operative you selected during a previous turning point or an operative that's ignored for the kill op.

Victory Points:

At the end of each turning point after the first, if your envoy is wholly within enemy territory and not within control range of enemy operatives, you score 1VP; if this is true and your envoy has not lost any wounds during that turning point, you score 2VP instead.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, 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, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.