Hive Fleet Kill Team
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
Synaptic node:
If this unit is in synapse range, this unit gains the synapse keyword for friendly operatives within 3" of this operative
Operatives
1. Melee Warrior
A 3
M 5"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lash Whip and Bonesword (severe) | 5 | 3+ | 4/5 |
Abilities
Synapse1AP: Monstrous whip2. Ranged Warrior
A 3
M 5"
S 4+
W 16
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons | 4 | 4+ | 3/4 |
Abilities
Synapse3. 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 DrainSynapse4. 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 |
5. Termagant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Fleshborer | 4 | 4+ | 3/3 |
| Claws & Teeth | 3 | 4+ | 2/3 |
6. Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Crushing Claws (Brutal) | 4 | 4+ | 4/5 |
7. Hormagaunt
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Scything Talons | 4 | 4+ | 2/3 |
8. Termagant
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Spinefists (Melee) | 4 | 3+ | 2/3 |
| Spinefists (Shooting) (Rng 8", Piercing) | 4 | 4+ | 2/3 |
9. Neurogaunt
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws & teeth | 4 | 4+ | 1/2 |
Abilities
Synaptic node10. Neurogaunt
A 2
M 6"
S 5+
W 6
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Claws & teeth | 4 | 4+ | 1/2 |
Abilities
Synaptic nodeInactive 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":
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Spore Mine Explosion | 2 | 2+ | 2/4 |
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. 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 is 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, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight 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.
Strategy Ploys
Strategy: 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"
Strategy: 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.
Strategy: 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).
Strategy: Synaptic Pocket
Select one HIVE FLEET operative, that operative is considered within synapse range for the remainder of this turn and gains +1 APL.
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":
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Spore Mine Explosion | 2 | 2+ | 2/4 |
Ploys
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.
Adaptive Biology
Firefight PloyUse 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.
Overwhelming Numbers
Firefight PloyUse 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.
Stalk Prey
Firefight PloyUse 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.
Hunting Pheromones
Strategy PloySelect 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"
Shadow in the Warp
Strategy PloyUntil 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.
Unending Tide
Strategy PloyYou 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).
Synaptic Pocket
Strategy PloySelect one HIVE FLEET operative, that operative is considered within synapse range for the remainder of this turn and gains +1 APL.
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 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.
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 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.
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.