Hive Fleet++

Homebrew by Terra
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Composition
Common Abilities and Options

Feral:
This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding those stated on its datacard)

Group Activation:
Whenever this operative is expended, you must then activate one other ready friendly GANT 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).

Synapse:

Each time this operative is activated, if it is Injured withint 6" of friendly HIVE FLEET, SYNAPSE operative(s), do not worsen the HIT/MOVE of an operative as a result of being injured.

(Synapse) Link:
Friendly (Synapse) Link operatives with this rule may draw a 6" line to another Friendly (Synapse) Link operative. Those operatives have formed a (Synapse) Link. Any units who have formed (Synapse) Link may extend their (Synapse) Link by 2" per operative connected to their (Synapse) Link.

Unit #1 Connects to Unit #2. Unit 2# connects to Unit #1 and Unit #3. Now that Unit 2# has connected to #3, Unit #1 has connected to 3#. Unit #1 and unit #3 are outside of their own (Synapse) Link, but connected via Unit #2

This Unit may inherit any abilities with the "(Synapse)", "Synapse", "SYNAPSE" or "Synaptic" ability through their (Synapse) Link range.

Synaptic Stalker:
If this operative is within 6" of SYNAPSE or SYNAPTIC Operatives, this operative can use "Command Re-Roll" for 0CP. Abilities that prevent re-rolls of any type, do not affect this ability.

If a SYNAPTIC operative is incapacitated, All Non-SYNAPTIC operatives that have the SYNAPSE rule within 6", take 1d6 damage. Unless those SYNAPSE operatives are within 6" of an operative with SYNAPTIC.

Bodyguard:
Models which are not completely covered by this operative, (See Cover Rules) may count this operative as Light Cover Models which are completely covered by this operative may count it as Heavy Cover/Obscure This operative obscures line of sight for the sake of selecting targets for Shoot/Fight

This operative may use a 4" dash as opposed to a 3" one.

If an operative within 4" becomes the target for a Shoot or Fight action, Unactivated operatives with Bodyguard may use a 4" dash. They must land so that they provide light cover to the operative that was originally selected as a target. This operative becomes the new target for a Shoot action.

Crush:*
Weapon Rule Whenever you strike, you and your opponent roll-off, adding 1 to your result if the operative this weapon is being used against has a Wounds stat of 9 or less. If you win, inflict additional damage on that operative equal to the difference between the dice results (to a maximum of 3 additional damage).

Impale:*
Weapon Rule Draw a line from the operative using a weapon with this weapon rule. The line stops if it hits cover or the end of the board. any hostile targets within 1" of the line are also valid targets for the attack.

Monster:
This operative cannot use any weapons that are not on its datacard, or perform unique actions (excluding those stated on its datacard)

Whenever your opponent is selecting a valid target, if this operative has a conceal order, it cannot use Light terrain for cover.

While this can allow this operative to be targeted (assuming it is visible), it does not remove its cover save (if any).

Gather Intelligence:
Once per turning point when you achieve a rank in the Kill Op, you immediately gain 1 CP.

Alpha Monster:
Whenever an operative is shooting this operative, ignore the Piercing weapon rule.

You can activate this operative twice during the turning point as long as it has AP to spend (it stays ready while it can still be activated a second time).

Per turning point it cannot move more than 9" and you cannot spend more than 4AP in total for it.

Into Shadow (1AP):
Change this operative's order. This operative cannot perform this action while within control range of an enemy operative.

Termagant
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Devourer (*Parasitic)
5
4+
3/4
Fleshborer (Rng 6")
5
4+
3/4
Spinefists (Venom*)
4
3+
2/3
Claws
3
4+
3/4
Abilities
*Parasitic*VenomFeralGroup ActivationSynapse

*Parasitic: Weapon Rule In the Resolve Attack Dice step, if you inflict damage, deal an additional 1d3 on that enemy operativet. If you fail to inflict any damage due to the opponent saving/blocking/parrying, then roll 1d6, on 4+ deal 1 damage to the previously selected operative

*Venom: Weapon Rule In the Resolve Attack Dice step, if you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Poison tokens (Even if it already has one). Whenever an operative that has one of your Venom tokens is activated, inflict D3 damage on it. a maximum of 4 damage can be inflicted per turn using this Weapon Rule

Hive Fleet, Tyranid, Termagant, Gant
Hormagant
A 2
M 6"
S 6+
W 7
Weapons
ATK
HIT
DMG
Scything Talons (Relentless)
4
4+
3/5
Abilities
FeralGroup ActivationSynapse
Hive Fleet, Tyranid KT, ,Tyranid Swarm, Hormagant, Gant
Neurogant
A 2
M 6"
S 6+
W 8
Weapons
ATK
HIT
DMG
Scything Talons (Relentless)
4
4+
3/5
Abilities
(Synapse) LinkGroup ActivationSynapse
Hive Fleet, Tyranid, Synapse, (Synapse), Gant
Neurogant Nodebeast
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Scything Talons (Relentless)
4
4+
3/5
Abilities
(Synapse) LinkSynapseSynaptic Stalker
Hive Fleet, Tyranid, Synapse, (Synapse), Synaptic, Gant
Barbgaunts
A 2
M 5"
S 6+
W 7
Weapons
ATK
HIT
DMG
Parasitic Barb Launcher
Artillery (Heavy(Reposition),Saturate, Seek(Vantage Point)*, Blast2")
4
4+
4
Focused (Heavy(Reposition),Saturate, Seek(Vantage Point)*, AP1)
4
3+
4/5
Claws
3
4+
3/4
Abilities
ArtilleryGroup ActivationSynapse

Artillery: This operative can also select cover as valid targets for shooting attacks. if so, they gain the Blast 1" weapon rule on their Parasitic Barb Launcher

Hive Fleet, ,Tyranid, Termagant, Gant, Synapse
Hive Guard
A 3
M 7"
S 4+
W 25
Weapons
ATK
HIT
DMG
Impaler Cannon
Mobile (AP1, Acc1, Impaling*)
4
3+
4/5
Stationary (Heavy(Dash), AP1, Acc2, Impaling*)
5
2+
4/6
Shockwave Cannon
Mobile (Rng 12", Stun)
4
3+
3/4
Stationary (Heavy(Dash), Rng 12", Dev2, Severe, Stun)
4
3+
3/3
Trample (Bal)
5
3+
4
Abilities
BodyguardCrush*GuardianImpale*MonsterSynapseSynaptic Stalker

Guardian: This operative can do 2 (Two) Shoot activations during its activations, unless it has done a Fight action during this activation.

Hive Fleet, Tyranid KT, ,Tyranid Swarm, Synaptic, Synapse
Tyrant Guard
A 3
M 6"
S 3+
W 25
Weapons
ATK
HIT
DMG
Lash Whip (Rng 2", Lethal 5+, Stun)
4
3+
2/3
Rending Claws (Rending, Lethal 5+)
5
3+
4/5
Scything Talons (Relentless)
5
3+
4/5
Crushing Claws (Crush*)
5
3+
4/5
Bonecleaver (2" Dev2, Lethal 5+)
5
3+
4/4
Trample (Bal)
5
3+
4/
Abilities
Adrenal SacsAstartesBlack CarapaceBodyguardCrush*Impale*MonsterSynapseSynaptic Stalker

Adrenal Sacs: If this operative activates within the control range or 3" of an enemy operative, it may gain one APL for that activation. this APL point cannot be tranferred between operatives in any manner possible, and must be used this turn.

Astartes: This operative can do 2 (Two) Fight actions whenever it is activated, even if it has done 2 (Two) Fight actions this Activation, it may still do 1 Shoot action during this activation.


Rare, Advanced, yet refitted as all Biomass will be.

Black Carapace: Normal and Critical Dmg of 4 or more inflicts 1 less damage on this operative. Non-Psychic Attacks that deal 1d6 damage can be reduced by one.

Hive Fleet, Tyranid KT, ,Tyranid Swarm, Synaptic, Synapse
Von Ryan Leaper
A 3
M 7"
S 4+
W 14
Weapons
ATK
HIT
DMG
Claws and Talons (Rending, Lethal 5+)
5
3+
4/5
Abilities
Gather IntelligencePouncing Strikes

Pouncing Strikes: This operative can perform two Fight actions during its activation. Whenever this operative ends the Fight action, if it’s no longer within control range of enemy operatives, it can immediately perform a free Charge action (even if it’s already performed the Charge action during that activation), but it cannot move more than 3" during that action. Doing so doesn’t prevent it from performing the Dash action afterwards during that activation.

Infiltration Guard, Tyranid, Von Ryan Leaper, Medium
Lictor
A 4
M 6"
S 4+
W 21
Weapons
ATK
HIT
DMG
Claws and Talons (Rending, Lethal 5+)
5
3+
5/6
Abilities
Alpha MonsterGather Intelligence1AP: Into ShadowMonster
Infiltration Guard, Tyranid, Von Ryan Leaper, Medium
Neurolictor
A 4
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Claws and Talons (Rending, Lethal 5+)
5
3+
4/5
Abilities
Alpha MonsterGather Intelligence1AP: Into ShadowMonster1AP: Psychic Control

Psychic Control (1AP): Select one enemy operative wihin 6" of this operative, then select one of the following for that enemy operative (you can only select each one once per battle):

Subtract 1 from its APL Change its order Perform a free Dash action (specific the location for your opponent to move it to) This operative cannot perform this action while within Engagement Range of an enemy operative.

Infiltration Guard, Tyranid, Lictor, Large, Neurolictor
Deathleaper
A 4
M 6"
S 3+
W 23
Weapons
ATK
HIT
DMG
Claws and Talons
Scything Talons (Rending, Lethal 5+, Rng 2", Dev2)
5
3+
5/4
Rending Claws (Rending, Lethal 5+, Stun)
5
2+
5/5
Abilities
Agile ExoskeletonAlpha MonsterGather Intelligence1AP: Into ShadowMonster

Agile Exoskeleton: Whenever this operative is climbing up, you can treat the vertical distance as 2" (regardless of how far the operative actually moves vertically). Whenever this operative is dropping, ignore the vertical distance. If you drop within 1" of an enemy you may deal 1d3 damage.

Infiltration Guard, Tyranid, Lictor, Large, Deathleaper
Equipment
Ploys
TacOps