Hive Fleet Kill Team

Homebrew by Leafy

The hive cares not for the screams of its enemies as they are pierced by the barbs of entwined tenticles. The hive cares not for the smell of the ferratin stew that spills with their entrails. The hive cares not for the gory sights through which its brethren crawl. The hive sees naught but more prey to consume.


This team is primarily focussed on fun, but I did try and make it somewhat balanced. The synapse rule aims to balance the special abilities available through the "Will of the hivemind" rule by forcing the team to stay close together, and preventing rushing across the board in a single turn. And vice versa, the "Will of the hivemind" rule rewards team coherence.

The player is forced to focus on keeping the warriors alive, as without them the team will quickly die. The warriors are also the best operatives in this team for objective play, meaning that the player has to decide between keeping their warriors safe and fighting from afar with the swarm, or charging an objective and risking the death of a warrior and large loss of synapse range.

It should be noted that the Synapse gamerule is called both an "ability" and a "keyword". For gameplay purposes it is a "keyword", however i included it in the abilities for easy reference.

Some of the equipment options and ploys were inspired by, or taken from other homebrew teams on KTDash. Such as the other Hive Fleet list by guitarninja, who made ploys I simply couldn't beat.


I will be playtesting this team in the future with some friends, and will likely make balance modifications or ploy changes as i see fit.

I hope you enjoy this team!

100% positive
Composition

Operatives:

  • Warrior Prime
  • Ranged warrior
  • Melee Warrior

Pick 7 from following:

  • Barbgaunt (costs 2, max 1)
  • Termagant
  • Termagant with devourer (max 1)
  • Termagant with spinefist (max 2)
  • Hormagaunt
  • Hormagaunt with crushing claws (max 1)
  • 2x Neurogaunt (costs 1, max 1)
  • Ripper swarm (max 3)

Faction rules: Synapse The following units have the "synapse" keyword:

  • Warrior Prime
  • Ranged warrior
  • Melee warrior

All units with the "synapse" keyword or within 5" of a unit with "synapse" are considered inside synapse range

When an operative is outside of synapse range that operative:

  • suffers a -1 to APL
  • suffers an additional -1 to APL for the sake of determining objective control
  • is unable to make shoot, charge, or pick-up objective actions

Will of the hivemind Each turn one of the following abilities can be applied to all friendly operative in synapse range for the remainder of that turn other than Tyranid warriors and Neurogaunts

  • No remorse - HIVE FLEET units within synapse range are capable of shooting a target within control range of another operative but suffer a -1 to shooting if they do. Successful attacks must be equally distributed to all operatives in engagement range of the target.

  • Fearless- You can ignore any changes to the stats of friendly HIVE FLEET operative from being injured if they are within synapse range.

  • Collective consciousness - Select one enemy operative visible to a friendly tyranid warrior operative, give that operative a "priority." marker. All units attacking that operative during this turn while within synapse range gain lethal 5+ on ranged weapons, and severe on melee weapons

Common Abilities and Options

Synapse:
All HIVE FLEET operatives with this keyword or within 6" of an operative with this keyword are considered in synapse range.

When an operative is outside of synapse range that operative: suffers a -1 to APL suffers an additional -1 to APL for the sake of determining objective control is unable to make shoot, charge, or pick-up objective actions

Melee Warrior
A 3
M 5"
S 4+
W 16
Weapons
ATK
HIT
DMG
Lash Whip and Bonesword (severe)
5
3+
4/5
Abilities
1AP: Monstrous whipSynapse

Monstrous whip (1AP): Select one enemy operative valid for a shooting action and within 3" of this operative, on a 3+ move that operative into engagement range with this operative. Movement must be in the shortest and straightest line possible.

Hive Fleet, Synapse
Ranged Warrior
A 3
M 5"
S 4+
W 16
Weapons
ATK
HIT
DMG
Venom Spitter
Blast (Rng 8", Blast 2")
4
3+
3/5
Focused (Rng 8", Piercing 1)
4
3+
4/5
Scything Talons
4
4+
3/4
Abilities
Synapse
Hive Fleet, Synapse
Warrior Prime
A 3
M 5"
S 4+
W 17
Weapons
ATK
HIT
DMG
Life Drain (Life Drain)
3
3+
2/3
Brain Leech (Stun)
4
4+
3/4
Claws and Talons (Rending)
4
3+
4/5
Abilities
Life DrainSynapse

Life Drain: Each time wounds are lost due to a weapon with the "Life Drain" rule, add one wound to this operative to a maximum of 17 wounds.

Hive Fleet, Synapse
Barbgaunt
A 2
M 5"
S 4+
W 12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2", Stun)
5
5+
3/4
Stationary (Heavy, Blast 2", Ceaseless, Stun)
5
4+
3/4
Hive Fleet
Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/3
Devourer (Torrent)
4
4+
2/3
Spinefists (Shooting) (Rng 8", Piercing)
4
4+
2/3
Claws & Teeth
3
4+
2/3
Spinefists (Melee)
4
3+
2/3
Hive Fleet
Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Scything Talons
4
4+
2/3
Crushing Claws (Brutal)
4
4+
4/5
Hive Fleet
Neurogaunt
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Claws & teeth
4
4+
1/2
Abilities
Synaptic node

Synaptic node: If this unit is in synapse range, this unit gains the synapse keyword for friendly operatives within 3" of this operative

Hive Fleet
Ripper swarm
A 2
M 6"
S 5+
W 10
Weapons
ATK
HIT
DMG
Claws & teeth
5
4+
1/2
Abilities
Hidden HorrorsMindless Swarm

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".

Mindless Swarm: This operative cannot perform any actions other than Charge, Dash, Fall Back, Fight and Reposition. It cannot use any weapons that aren’t on its datacard.

Hive Fleet
Equipment

Spore Node:
Before the battle, you can set up two of your spore node markers wholly within your territory and more than 2" from other markers.

During the strategy phase, you can choose to activate a spore node. The spore node will remain activated until the start of the next strategy phase, after which it cannot be activated again. When activated, the marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.

While an operative is wholly within an area of smoke, it’s obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, ignore the Piercing weapon rule unless they are within 2" of each other.


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).


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.


Infestation Node:
Before the battle, you can set up two of your Infestation Node markers wholly within your territory and more than 2" from other markers.

During the strategy phase, you can choose to activate an Infestation Node. After activation, this Infestation Node cannot be activated again. When activated, you may immediately place one additional Ripper Swarm operative within 1" of the node with a Conceal order.


Spore Mine:
Before the battle, you can set up two Spore Mine markers wholly within your territory and within 3" of the board edge. Each turn, alongside the activation of one unit, one Spore Mine can be moved 2" in any direction.

If at any time an enemy operative is within 2" of a Spore Mine or moves through an area within 2" of a Spore Mine, the Spore Mine will explode. When a Spore Mine Explodes, remove the Spore Mine marker and roll one ranged attack with the following profile on all operatives (Friendly or Enemy) within 2":

NameATKHITDMG
Spore Mine Explosion22+2/4

Ploys

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.


Firefight - Adaptive Biology:
Use this firefight ploy when an operative within synapse range is making a Dash action. Double the dash length for this action.

Note: This can be combined with the "Stalk Target" firefight ploy.


Firefight - Overwhelming Numbers:
Use this firefight ploy when an enemy operative is making a Fight action while in control range of two friendly HIVE FLEET operatives. This operative has a -1 to their hit roles in melee for the duration of this action.


Firefight - Stalk Prey:
Use this firefight ploy at the beginning of an enemy operative's activation. One friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can immediately perform a free Dash action.


Strategic - Hunting Pheromones:
Select one operative with the SYNAPSE keyword. Add 1" to the range of that operative's Synapse ability when determining synapse range for friendly operatives.

Note: Extends synapse range from 5" to 6"


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.


Strategic - Unending Tide:
You may immediately place one additional Hormagaunt, Termagant or Ripper Swarm operative ready with a Conceal order in a location it can be placed wholly within your drop zone (it can be placed within control range of enemy operatives).


Strategic - Synaptic Pocket:
Select one HIVE FLEET operative, that operative is considered within synapse range for the remainder of this turn and gains +1 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 at least one objective marker (excluding your objective marker) is cleared and enemy operatives do not contest that marker, you score 1VP. If that marker also has one of your Swept tokens, you score 2VP instead.
  • If friendly operatives control an objective marker that has one of your Swept tokens, you score 1 VP.

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 or two of your Dominate tokens if that enemy operative had a Wounds stat of 12 or more.

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.