Hive Fleet (Compendium)

Homebrew by Marksman191

These rules follow the spirit of the Killteam 21 compendium Hive Fleet. It will allow you to field Tyranid Warriors, Genestealers, and Gaunts.

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Composition

A HIVE FLEET kill team consists of two fire teams selected from the following list:

  • GENESTEALER
  • TYRANID SWARM (max one per kill team)
  • TYRANID WARRIOR

TYRANID WARRIOR FIRE TEAM (Archetype: Seek and Destroy / Security)

  • A TYRANID WARRIOR fire team includes three TYRANID WARRIOR operatives selected from the following list: -TYRANID WARRIOR FIGHTER each separetely 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.

      - A TYRANID WARRIOR HEAVY GUNNER each separately equipped with on option from each of the following:
          -    Barbed rangler or Venom Cannon
          -    Boneswords, rending claws, scything talons, or lash whip; bonesword
    

Each TYRANID WARRIOR fire team can only include up to one TYRANID WARRIOR HEAVY GUNNER operative.

- If your kill team does not include and other LEADER operatives, instead of selecting one TYRANID WARRIOR FIGHTER operative for one TYRAND WARRIOR fire team, you ca elect one TYRANID WARRIOR LEADER operative equipped with one option from each of the following:
        -    Boneswords, deathspitter, devourer, rending claws, scything talons, or lash whip; bonesword.
        -    Boneswords, rending claws, scything talons, or lash whip; bonesword.

GENESTEALER FIRE TEAM (Archetype: Seek and Destroy / Infilration)

  • A GENESTEALER fire team includes five GENESTEALER FIGHTER operatives each separately equipped with one of the following options: - Double rending claws - Rending claws; scything talons

    • If your killteam does not include any other LEADER operatives, instead of selecting one GENESTEALER FIGHTER operative for one GENESTEALER fire team, you can select one GENESTEALER LEADER operative equipped with one of the following options: - Double rending claws - Rending claws; scything talons

TYRANID SWARM FIRE TEAM (Archetype: Seek and Destroy / Security / Recon)

  • A TYRANID SWARM fire team includes eight TYRANID SWARM operatives selected from the following list:
    • HORMAGAUNT
    • TERMAGANT each separately equipped with claws and one of the following options:
      • Devourer, fleshborer or spinefists.

Each TERMAGANT operative equipped with a devourer counts as two selections.

Common Abilities and Options

Hidden Horror:
While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules. (e.g. Vantage Point)

Lightning Reflexes:
This operative ignores the Piercing weapong rule.

Each time this operative is activated, it can perform a free Dash action during that activation.

Synapse:
Whenever a friendly HIVE FLEET operative is within 6" of a HIVE FLEET Synapse operative, you can ignore any changes to that operative's stats from being injured (including its weapons' stats).

Lash Whip:
While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative's Attacks characteristic.

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

Genestealer (Fighter)
A 2
M 7"
S 5+
W 9
Weapons
ATK
HIT
DMG
Double rending claws (Ceaseless, Rending)
5
3+
4/5
Rending claws (Rending)
5
3+
4/5
Scything talons (Balanced)
5
3+
4/6
Abilities
Hidden HorrorLightning ReflexesSynapse
HIVE FLEET, TYRANID, GENESTEALER, FIGHTER
Genestealer (Leader)
A 2
M 7"
S 5+
W 10
Weapons
ATK
HIT
DMG
Double rending claws (Ceaseless, Rending)
5
3+
4/5
Rending claws (Rending)
5
3+
4/5
Scything talons (Balanced)
5
3+
4/6
Abilities
Hidden HorrorLightning ReflexesSynapse
HIVE FLEET, TYRANID, GENESTEALER, FIGHTER
Tyranid Warrior (Fighter)
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Deathspitter
5
4+
4/5
Devourer (Ceaseless)
5
4+
3/4
Lash Whip (Rng 3", Stun, Lash whip*)
4
3+
3/4
Spinefists (Rng 6")
5
3+
3/4
Bonesword (Lethal 5+)
3
3+
4/6
Boneswords (Lethal 5+)
4
3+
4/6
Rending claws (Rending)
4
3+
4/5
Scything talons (Balanced)
4
3+
4/6
Abilities
Lash WhipSynapseWeaponbeast
HIVE FLEET, Tyranid, Synapse, Tyranid Warrior, Fighter
Tyranid Warrior (Heavy Gunner)
A 3
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Barbed strangler (Heavy (Dash), Blast 2")
5
4+
4/5
Lash Whip (Rng 3", Stun, Lash whip*)
4
3+
3/4
Venom cannon (Heavy (Dash), AP1)
5
4+
5/6
Bonesword (Lethal 5+)
3
3+
4/6
Boneswords (Lethal 5+)
4
3+
4/6
Rending claws (Rending)
4
3+
4/5
Scything talons (Balanced)
4
3+
4/6
Abilities
Lash WhipSynapseWeaponbeast
HIVE FLEET, Tyranid, Synapse, Tyranid Warrior, Heavy Gunner
Tyranid Warrior (Leader)
A 3
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Deathspitter
5
3+
4/5
Devourer (Ceaseless)
5
3+
3/4
Lash Whip (Rng 3", Stun, Lash whip*)
4
2+
3/4
Spinefists (Rng 6")
5
2+
3/4
Bonesword (Lethal 5+)
3
2+
4/6
Boneswords (Lethal 5+)
4
2+
4/6
Rending claws (Rending)
4
2+
4/5
Scything talons (Balanced)
4
2+
4/6
Abilities
Lash WhipSynapseWeaponbeast
HIVE FLEET, Tyranid, Synapse, Tyranid Warrior, Leader
Termagant
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Devourer (Ceaseless)
5
4+
3/4
Fleshborer (Rng 8")
4
4+
3/4
Spinefists (Rng 8")
4
3+
2/3
Claws
3
4+
2/3
Abilities
Group activationSynapse

Group activation: Whenever this operative is expended, you must then activate one other ready friendly HIVE FLEET Hormagaunt or Termagant 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 opperatives in succession with this rule).

HIVE FLEET, Tyranid, Tyranid Swarm, Termagant
Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons
ATK
HIT
DMG
Scything talons (Relentless)
4
4+
4/5
Abilities
Group ActivationSynapse

Group Activation: Whenever this operative is expended, you must then activate one other ready friendly HIVE FLEET Hormagaunt or Termagant 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 opperatives in succession with this rule).

HIVE FLEET, Tyranid, Tyranid Swarm, Hormagaunt
Equipment

Extended Chitin:
Whenever an operative is shooting at a friendly HIVE FLEET operative, you can re-roll one of your defense dice.


Toxin Sacs:
Whenever a friendly HIVE FLEET operative Fights or Retaliates, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.


Flesh Hooks:
During each friendly HIVE FLEET operative's activation, you can ignore the first vertical distance of 2" they move during one climb up.


Feeder Tendrils:
Each time a friendly HIVE FLEET operative incapacitates an enemy operative while Fighting or Retaliating, it regains D3 lost wounds.


Ploys

Firefight - Unseen Hunter:
Use this Firefight Ploy at the start or end of any activation. Select on friendly HIVE FLEET operative that has not performed a Shoot action 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 with 6" of a friendly HIVE FLEET Synapse operative is activated. Add 1 to the activated operative's APL.


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


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


Strategic - Lurk:
Until the end of the Turning Point, when an operative is shooting a friendly HIVE FLEET operative, if you can retain any cover saves, you can retain one additional cover save, or you can retain one cover save as a critical success instead. This isn't cumulative with improved cover saves from Vantage terrain.


Strategic - Feed:
Until the end of the Turning Point, each time a friendly HIVE FLEET operative fights, the first time you strike with a critical hit in that combat, inflict one additional damage.


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.


Infiltration: Track Enemy

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

Additional Rules:

An enemy operative is being tracked if it's a valid target for a friendly operative within 6" of it. That friendly operative must have a Conceal order, cannot be a valid target for the enemy operative it's attempting to track, and cannot be within control range of enemy operatives.

Victory Points:

At the end of each turning point after the first:

  • If one enemy operative is being tracked, you score 1VP, or 2VP instead if it's the fourth turning point.
  • If two or more enemy operatives are being tracked, you score 2VP.

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


Infiltration: Plant Devices

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

Mission Action: Plant Device (1 AP)

  • One objective marker the active operative controls gains one of your Device tokens.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if that objective marker already has one of your Device tokens.

Victory Points:

At the end of each turning point after the first:

  • If your opponent's objective marker has one of your Device tokens, you score 1VP.
  • For each other objective marker enemy operatives contest that has one of your Device tokens, you score 1VP.

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


Infiltration: Steal Intelligence

Reveal: The first time an enemy operative is incapacitated.

Additional Rules:

Whenever an enemy operative is incapacitated, before it's removed from the killzone, place one of your Intelligence mission markers within its control range.

Friendly operatives can perform the Pick Up Marker action on your Intelligence mission markers, and for the purposes of that action's conditions, ignore the first Intelligence mission marker the active operative is carrying. In other words, each friendly operative can carry up to two Intelligence mission markers, or one and one other marker.

Victory Points:

At the end of each turning point after the first, if any friendly operatives are carrying any of your Intelligence mission markers, you score 1VP.

At the end of the battle, for each of your Intelligence mission markers friendly operatives are carrying, you score 1VP.


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.