Hive Fleet (Compendium)
Common Abilities and Options
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.
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).
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).
Operatives
1. Tyranid Warrior (Leader)
A 3
M 6"
S 4+
W 19
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 3+ | 3/4 |
| Boneswords (Lethal 5+) | 4 | 2+ | 4/6 |
Abilities
SynapseLash WhipWeaponbeast2. Tyranid Warrior (Fighter)
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
Lash WhipWeaponbeastSynapse3. Tyranid Warrior (Heavy Gunner)
A 3
M 6"
S 4+
W 18
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lash Whip (Rng 3", Stun, Lash whip*) | 4 | 3+ | 3/4 |
| Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
Abilities
WeaponbeastLash WhipSynapse4. Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons (Relentless) | 4 | 4+ | 4/5 |
Abilities
SynapseGroup Activation5. Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons (Relentless) | 4 | 4+ | 4/5 |
Abilities
SynapseGroup Activation6. Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons (Relentless) | 4 | 4+ | 4/5 |
Abilities
SynapseGroup Activation7. Hormagaunt
A 2
M 7"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything talons (Relentless) | 4 | 4+ | 4/5 |
Abilities
SynapseGroup Activation8. Termagant
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
Abilities
SynapseGroup activation9. Termagant
A 2
M 6"
S 6+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Devourer (Ceaseless) | 5 | 4+ | 3/4 |
Abilities
SynapseGroup activationEquipment
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
Unseen Hunter
Firefight PloyUse 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.
Will of the Hive Mind
Firefight PloyUse 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.
Aggressive Biostrain
Firefight PloyUse 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.
Stalk
Strategy PloyOne friendly HIVE FLEET operative that has a Conceal order and is more than 3" from enemy operatives can perform a free Reposition action.
Lurk
Strategy PloyUntil 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.
Feed
Strategy PloyUntil 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.
Tac Ops
Sweep & Clear
Seek And DestroyReveal: 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.
Dominate
Seek And DestroyReveal: 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.
Rout
Seek And DestroyReveal: 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.
Plant Banner
SecurityReveal: 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.
Martyrs
SecurityReveal: 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.
Envoy
SecurityReveal: 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.
Track Enemy
InfiltrationReveal: 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.
Plant Devices
InfiltrationReveal: 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.
Steal Intelligence
InfiltrationReveal: 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.
Flank
ReconReveal: 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.
Retrieval
ReconReveal: 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.
Scout Enemy Movement
ReconReveal: 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.