Hive Fleet Kill Team

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
Melee Warrior
A 3
M 5"
S 4+
W 16/17
Weapons
ATK
HIT
DMG
Lash Whip and Bonesword (severe)
5
3+
4/5
Abilities
Synapse1AP: Monstrous whip

Monstrous whip (1AP): Select one enemy operative valid for a shooting action and within 3" of this operative, on a 3+ move that operative into engagement range with this operative. Movement must be in the shortest and straightest line possible.

Hive Fleet, Synapse
2. Ranged Warrior
Ranged Warrior
A 3
M 5"
S 4+
W 16/17
Weapons
ATK
HIT
DMG
Scything Talons
4
4+
3/4
Abilities
1AP: Charge ShotSynapse

Charge Shot (1AP): Until this operative has shot with its Venom Cannon, until it performs this action again all profiles of its Venom Cannon have the Lethal 5+ weapon rule and have 1 added to their Atk stat.

Hive Fleet, Synapse
3. Warrior Prime
Warrior Prime
A 3
M 5"
S 4+
W 17/18
Weapons
ATK
HIT
DMG
Life Drain (Ceaseless, Life Drain)
3
3+
2/3
Brain Leech (Stun)
4
3+
3/4
Claws and Talons (Rending)
4
3+
4/5
Abilities
Life DrainSynapse

Life Drain: Each time a wound is lost due to a weapon with the "Life Drain" rule, add one wound to this operative to a maximum of 17 wounds.

Hive Fleet, Synapse
4. Barbgaunt
Barbgaunt
A 2
M 5"
S 4+
W 12/12
Weapons
ATK
HIT
DMG
Barblauncher
Mobile (Blast 2", Disruption Bombardment*)
5
5+
3/4
Stationary (Heavy, Blast 2", Ceaseless, Disruption Bombardment*)
5
4+
3/4
Abilities
*Disruption Bombardment

*Disruption Bombardment: Whenever a hitroll is successful against an operative using this weapon, subtract 2" from its Move stat and worsen the hit stat of its weapons by 1 until the end of the turning point. This is cumulative with being injured.

Hive Fleet
5. Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Fleshborer
4
4+
3/3
Claws & Teeth
3
4+
2/3
Hive Fleet
6. Hormagaunt
Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Crushing Claws (Brutal)
4
4+
4/5
Hive Fleet
7. Hormagaunt
Hormagaunt
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Scything Talons
4
4+
2/3
Hive Fleet
8. Termagant
Termagant
A 2
M 6"
S 5+
W 7/7
Weapons
ATK
HIT
DMG
Spinefists (Melee)
4
3+
2/3
Spinefists (Shooting) (Rng 8", Piercing)
4
4+
2/3
Hive Fleet
9. Neurogaunt
Neurogaunt
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Claws & teeth
4
4+
1/2
Abilities
Synaptic node
Hive Fleet
10. Neurogaunt
Neurogaunt
A 2
M 6"
S 5+
W 6/6
Weapons
ATK
HIT
DMG
Claws & teeth
4
4+
1/2
Abilities
Synaptic node
Hive Fleet

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.

Ploys

Psychic Coordination
Firefight Ploy

Use this firefight ploy when an operative within synapse range is making a Shoot action. This operative is capable of shooting a target within control range of another operative also within synapse range but suffers a -1 to shooting if they do.

Adaptive Biology
Firefight Ploy

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.

Overwhelming Numbers
Firefight Ploy

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.

Stalk Prey
Firefight Ploy

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.

Shadow in the Warp
Strategy Ploy

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.

Unending Tide
Strategy Ploy

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).

Synaptic Pocket
Strategy Ploy

Select one friendly HIVE FLEET operative, that operative is considered within synapse range for the remainder of this turn and gains +1 APL.

Lurk
Strategy Ploy

Whenever a friendly HIVE FLEET within synapse range operative is fighting or retaliating and your opponent strikes with a normal success, you can roll one D6 and subtract 1 for each HIVE FLEET operative supporting the fight: if the final result is less than the Hit stat of your opponent's selected weapon, that strike is allocated to block one of your dice instead unless no blockable successes are left (ignore the Brutal weapon rule, if relevant).

Tac Ops

Sweep & Clear
Seek And Destroy

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 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 Destroy

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 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 Destroy

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.