Hive Fleet

Homebrew by TOXIKDAWG

Ur mums Tyranids

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Composition

Hive Fleet

Common Abilities and Options

Synapse:
While this operative is injured and within 6" of a friendly SYNAPSE operative, this operative is immune to the 'injured' rule.

Hidden horror:
While this operative has a conceal order, it is always treated as having a conceal order, regardless of any other rules. ex: Vantage terrain

Lightning reflexes:
Each time this operative is activated, it can perform a free dash action during that activation.

Warrior Leader
A 2
M 6"
S 4+
W 19
Weapons
ATK
HIT
DMG
Death Spitter
5
3+
4/5
Bone swords (Lethal 5+)
4
2+
4/6
Abilities
Synapse
50Tyranid, Synapse, Leader
Warrior Fighter
A 2
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Lash Whip (Range 3", Stun)
4
3+
3/4
Spine fist (Range 6")
5
3+
3/4
Bone swords (Lethal 5+)
4
3+
4/6
Abilities
Lash whipSynapse

Lash whip: While an enemy operative is within control range of this operative, subtract 1 from the attack stat for all of its weapons.

50Tyranid, Synapse, Fighter
Warrior Heavy Gunner
A 2
M 6"
S 4+
W 18
Weapons
ATK
HIT
DMG
Venom Cannon (Heavy)
5
4+
5/6
Bone Swords (Lethal 5+)
4
3+
4/6
Abilities
Synapse
50Tyranid, Synapse, Heavy Gunner
Genestealer Gorgers
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Double rending claws (Relentless, Rending)
5
3+
4/5
Abilities
Hidden horrorLightning reflexesSynapse
25Tyranid, Genestealer, Fighter
Genestealer Butchers
A 2
M 6"
S 5+
W 9
Weapons
ATK
HIT
DMG
Rending claws (Rending)
5
3+
4/5
Scything talons (Balanced)
5
3+
4/6
Abilities
Hidden horrorLightning reflexesSynapse
25Tyranid, Genestealer, Fighter
Equipment

Flesh Hooks:
Your Warrior operatives are equipped with the 'Flesh Hooks' ranged weapon with these characteristics for the battle: 4__2+__3/4 Range 3", Lethal 5+


Acid Maw:
Your Warrior operatives are equipped with the 'Acid Maw' ranged weapon with these characteristics for the battle: 4__2+__3/3 Range 6"


Adrenal Glands:
Add 1" to the move stat of friendly HIVE FLEET operatives.


Extended Chitins:
Each time a shooting action is made against a friendly WARRIOR operative, in the roll defense dice of that shooting action, you may re-roll one of your defense dice.


Feeder Tendrils:
Each time a friendly HIVE FLEET operative incapacitates an enemy operative in combat, it regains up to one D3 lost wounds.

Does not trigger for WARRIOR operatives


Toxin Sacs:
Each time a friendly HIVE FLEET operative fights or retaliates, its weapons have the 'punishing' weapon rule.

Does not trigger for WARRIOR operatives.


Ploys

Strategic - Stalk (1cp):
One friendly HIVE FLEET operative that has a conceal order and is more than 3" away from any enemy operative can perform a free move action.


Strategic - Lurk (1cp):
Until the end of the turning point, each time a shooting attack is made against a friendly HIVE FLEET operative, in the roll defense dice step of that attack, before rolling your defense dice, if it is in cover and either has a conceal order or is ready, one aditional dice can be retained as a successful normal save as a result of cover.


Strategic - Feed (1cp):
Until the end of the turning point, each time a friendly HIVE FLEET operative fights in combat, the first time you strike with a critical hit, inflict one aditional damage.


Firefight - Unseen Hunter (1cp):
Use this tactical ploy at the start or end of any activation. Select one friendly HIVE FLEET operative that has not performed a shooting action during this turning point. You can change its order.


Firefight - Will of the Hive Mind (1cp):
Use this tactical ploy when a friendly HIVE FLEET operative within 6" of a friendly SYNAPSE operative is activated. Add 1 to the activated operatives APL stat.


Firefight - Aggressive Biostrain (1cp):
Use this tactical 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.


TacOps
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.