Gauntstream 07

Homebrew by Fluffy_Lucky

A seething carpet of bio-forms, the Endless Multitude is not a force so much as an event—a living tide unleashed by the Hive Mind to drown resistance beneath sheer, writhing numbers. These swarms do not advance with strategy or fear; they simply flow, countless bodies surging forward in perfect, instinctive unity.

Where a single gaunt is insignificant, a hundred become a weapon. Supported by a single Synapse node—an anchoring psychic beacon pulsing raw hunger into every lesser creature—the swarm moves with unnatural coordination. Termagants scuttle ahead as chitinous rifles spit living ammunition, Hormagaunts leap with scything precision, and Gargoyles descend like razor-winged locusts from the darkened sky. Neurogaunts knot themselves around synaptic creatures, amplifying the invisible threads of command that bind the horde together.

To fight the Endless Multitude is to fight inevitability. Every slain gaunt is replaced. Every breach in the line is flooded with fresh bodies. The swarm does not tire, does not question, and does not stop. Worlds consumed by such tides do not fall—they drown.

Where this kill team appears, resistance falters not from the strength of its claws, but from the crushing realization that the wave never ends.

100% positive
Composition

Every gaunt lost is immediately replaced by another, as if the Hive Mind itself cannot tolerate gaps in its swarm. No death is final, no line unfilled. For every fallen gaunt, the horde compensates, pouring forth new bodies to maintain the endless tide. Their numbers are not just vast—they are self-correcting, a living, breathing wave that adapts to every loss.

Termagant
A 2
M 6"
S 5+
W 7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/4
Spinefist (Torrent)
4
4+
3/4
Devour
6
4+
2/4
Claws and teeth
3
3+
3/3
Abilities
1AP: Swarm Tactics

Swarm Tactics (1AP): Gains +1 attack or hit if multiple Termagants attack the same target

Ranged skirmisher
Hormagaunt
A 2
M
S 4+
W 7
Weapons
ATK
HIT
DMG
Scything Talons (Relentless)
4
4+
3/5
Abilities
Bounding Leap

Bounding Leap: May move 2” before or after charging.

Melee shock troop
Gargoyle
A 2
M 8"
S 4+
W 6
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
4/5
Blinding Spittle (Stun)
4
4+
1/3
Abilities
Divebomb

Divebomb: Charging from higher elevation adds +1 dmg

Fast striker / aerial support
Neurogaunt
A 2
M 6"
S 6+
W 6
Weapons
ATK
HIT
DMG
Neural Lash
4
4+
2/3
Abilities
Conduit

Conduit: Within 3 inches of range of a Synapse operative, the friendly operative gains +1 APL.

Synapse support / melee buffer
NEUROGAUNT NODE
A 2
M 6"
S 5+
W 6
Weapons
ATK
HIT
DMG
Talons and teeth
2
5+
1/2
Abilities
1AP: Synaptic Pulse

Synaptic Pulse (1AP): Select one ENDLESS MULTITUDE operative within ⬟. That operative may immediately Dash or Fall Back for free.

synapse support
Neuroloid
A 2
M 6"
S 4+
W 7
Weapons
ATK
HIT
DMG
Neural Spark (Stun)
3
3+
4/5
Tendrills
2
5+
1/2
Abilities
1AP: Cognitive PulseNeural Relay

Cognitive Pulse (1AP): Select one visible enemy operative within 6”:

That enemy gets -1 BS or -1 WS (your choice) until the end of the Turning Point.

Can only be used once per Turning Point.

This mirrors Tyranid neural disruption without breaking Kill Team balance.

Neural Relay: While this operative is within 6” of a Synapse operative, friendly Endless Multitude operatives within 6” of the Neuroloid gain: +1 to mission actions (opening doors, picking up, etc.).

Support / Synapse Relay
Special weapon termagant
A 2
M 6"
S 4+
W 8
Weapons
ATK
HIT
DMG
Shardlauncher (blast)
3
4+
5/3
Spikerifle (silent)
4
5+
4/5
Strangelweb (Torrent)
5
4+
3/4
Claws and teeth
3
5+
2/3
Abilities
1AP: Scuttle

Scuttle (1AP): After performing a Shoot action, may Dash an extra 2”

Ranged specialist
Genestealer
A 2
M 8"
S 4+
W 8
Weapons
ATK
HIT
DMG
Claws and Teeth (stun)
8
3+
3/4
Abilities
Blood Frenzy

Blood Frenzy: If the Genestealer destroys an enemy model in melee, it may immediately move 1D3” and make another melee attack against a different target within range.

Ambush/infiltration
Equipment
Ploys

Firefight - Chittering Horde:
If two or more Friendly operatives engage the same target in melee, each operative gains:

+1 melee attack

+1 to hit (not cumulative)


Strategic - Endless Tide:
When a friendly ENDLESS MULTITUDE operative is incapacitated, place one Respawn Token on the killzone edge closest to your deployment zone.

At the end of each Turning Point, you may return one operative with ENDLESS MULTITUDE from your kill team at full wounds within ■ (blue) of a Respawn Token, then remove that token.

(Representing Gaunts pouring in endlessly.)


Strategic - Synaptic Anchoring:
While a SYNAPSE operative is on the battlefield, all ENDLESS MULTITUDE operatives within ⬟ (6”) gain:

Ignore modifiers to movement

+1 to Operative Activation Control tests (for mission rules)

Reroll 1 attack die in melee

If the Synapse goes down, your Kill Team crumbles.


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.


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.