Hive Fleet kt24
A Hive Fleet is a large armada of living, biomechanical starships created by the Tyranids for the purpose of gathering the raw materials and biomass necessary for the reproduction, evolution and expansion of their species. A hive fleet is used to attack and strip star systems of their biomass using the full range of Tyranid bioforms.
Converted from KT21 Compendium by GuitarNinja
Tyranid Warrior Prime
APL
3
MOVE
6"
SAVE
4+
WOUND
19
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Deathspitter | 5 | 3+ | 4/5 |
Devourer (Ceaseless) | 5 | 3+ | 3/4 |
Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 2+ | 3/4 |
Spinefists (Rng 6") | 5 | 2+ | 3/4 |
Bonesword (Lethal 5+) | 3 | 2+ | 4/6 |
Boneswords (Lethal 5+) | 4 | 2+ | 4/6 |
Rending Claws (Rending) | 4 | 2+ | 4/5 |
Scything Talons (Bal) | 4 | 2+ | 4/6 |
ACTIONS
Synaptic Command (1 AP)
ABILITIES
Synapse
Weaponbeast
HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, LEADER
Tyranid Warrior Fighter
APL
3
MOVE
6"
SAVE
4+
WOUND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Deathspitter | 5 | 4+ | 4/5 |
Devourer (Ceaseless) | 5 | 4+ | 3/4 |
Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 3+ | 3/4 |
Spinefists (Rng 6") | 5 | 3+ | 3/4 |
Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
Rending Claws (Rending) | 4 | 3+ | 4/5 |
Scything Talons (Bal) | 4 | 3+ | 4/6 |
ABILITIES
Synapse
Weaponbeast
HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, FIGHTER
Tyranid Warrior Heavy Gunner
APL
3
MOVE
6"
SAVE
4+
WOUND
18
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Barbed Strangler (Hvy, Blast 2") | 5 | 4+ | 4/5 |
Lash Whip (Rng 3", Stun, Lash Whip) | 4 | 3+ | 3/4 |
Venom Cannon (Hvy, Prc1) | 5 | 4+ | 5/6 |
Bonesword (Lethal 5+) | 3 | 3+ | 4/6 |
Boneswords (Lethal 5+) | 4 | 3+ | 4/6 |
Rending Claws (Rending) | 4 | 3+ | 4/5 |
Scything Talons (Bal) | 4 | 3+ | 4/6 |
ABILITIES
Synapse
HIVE FLEET,TYRANID, SYNAPSE, TYRANID WARRIOR, HEAVY GUNNER
Hormagaunt
APL
2
MOVE
7"
SAVE
6+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Scything Talons (Relentless) | 4 | 4+ | 3/5 |
ABILITIES
Group Activation
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, HOMAGAUNT
Termagant
APL
2
MOVE
6"
SAVE
6+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Devourer (Ceaseless) | 5 | 4+ | 3/4 |
Fleshborer (Rng 6") | 4 | 4+ | 3/4 |
Spinefists (Rng 6") | 4 | 3+ | 2/3 |
Claws | 3 | 4+ | 2/3 |
ABILITIES
Group Activation
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Termagant Gunner
APL
2
MOVE
6"
SAVE
6+
WOUND
7
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Shardlauncher (Hvy (DashOnly), Blast 2") | 5 | 4+ | 4/5 |
Spike rifle (Hvy (DashOnly), Dev3, Prc1) | 5 | 4+ | 4/3 |
Strangleweb (Rng 6", Stun, Tor 2") | 5 | 3+ | 2/2 |
Claws | 3 | 4+ | 2/3 |
ABILITIES
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Ripper Swarm
APL
2
MOVE
6"
SAVE
-
WOUND
14
WEAPONS | ATK | HIT | DMG |
---|---|---|---|
Swarming Claws (Ceaseless) | 6 | 5+ | 2/3 |
ABILITIES
Synapse
HIVE FLEET,TYRANID, TYRANID SWARM, TERMAGAUNT
Strategic Ploys
Call the Swarm
Territorial Instinct
Stalk Target
Shadow in the Warp
Firefight Ploys
Aggressive Biostrain
Outnumber
Unseen Hunter
Will Of The Hive Mind
Equipment
Adrenal Glands
Extended Chitin
Feeder Tendrils
Climbing Claws
Universal Equipment
Ammo Cache
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
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device
Mines
Light Barricades
Heavy Barricade
Ladders
- Wholly within your territory.
- Upright against terrain that is at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Portable Barricade
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.
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
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, ignore the Piercing weapon rule unless they are 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
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
Name | A | BS | D | |
---|---|---|---|---|
Frag Grenade | 4 | 4+ | 2/4 | |
Special Rules | ||||
Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak
Name | A | BS | D | |
---|---|---|---|---|
Krak Grenade | 4 | 4+ | 4/5 | |
Special Rules | ||||
Rng 6", Piercing 1, Saturate |
Recon
Confirm Kill
Reveal: The first time an enemy operative is incapacitated.
Additional Rules:
Whenever an enemy operative is incapacitated, before it is removed from the killzone, place one of your Confirm Kill mission markers within its control range.
Victory Points:
At the end of each turning point after the first, if a friendly operative controls one of your Confirm Kill mission markers, that marker is not contested by enemy operatives and no enemy operatives are that are within that friendly operative's control range, you can remove that marker to score 1VP, or 2VP if it was placed for an enemy operative with a wounds stat of 12 or more.
You can score a maximum of 2 VP from this op per turning point.
Recover Items
Reveal: At the start of the Set Up operatives step, before equipment is set up.
Additional Rules:
When revealed, your opponent places one of your Item mission markers on the centreline and one within 2" of your territory. You then place one more than 6" from your territory. In all cases, your Item mission markers must be 2" from other markers (including other item mission markers). Your operatives can perform the Pick Up Marker action on your Item mission markers after the first turning point.
Victory Points:
At the end of the fourth turning point, for each of your Item mission markers that both the Pick Up Marker action has been performed upon and friendly operatives control, you score 2VP. Note that it is not a requirement to be carrying those markers, but each of them must have been carried by friendly operatives at some point during the battle.
Plant Beacon
Reveal: The first time a friendly operative performs the Plant Beacon action.
Mission Action: Plant Beacon (1 AP)
Place one of your Beacon mission markers:
- Within the active operative's control range
- More than 4" from your drop zone
- More than 6" from your other Beacon mission markers
- With no part of it underneath Vantage terrain.
Victory Points:
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your territory, you score 1VP.
Once per turning point after the first, whenever one of your Beacon mission markers is placed wholly within your opponent's territory, you score 1VP.
Seek And Destroy
Champion
Reveal: When you select your first Champion.
Additional Rules:
As a STRATEGIC GAMBIT in each turning point after the first, you can select one friendly operative to be your champion for the turning point.
Victory Points:
In each turning point after the first, whenever your champion incapacitates an enemy operative you score 1VP, or 2VP if that enemy operative had a wound stat of 12 or more (in either case to a maximum of 2VP per turning point).
Overrun
Reveal: When you first score VP from this op.
Victory Points:
Once per turning point after the first, if an enemy operative is incapacitated by a friendly operative, and that friendly operative is wholly within your opponent's territory when it does so, you score 1VP.
At the end of each turning point after the first, if the total APL stat of friendly operatives that both fulfilled the above condition that turning point (regardless of you scoring the VP) and are still wholly within your opponent's territory is 3 or more, you score 1 VP.
Storm Objectives
Reveal: When you first score VP from this op.
Additional Rules:
At the end of each friendly operative's activation, if it controls an objective marker that enemy operatives controlled at the start of that activation or that is wholly within your opponent's territory, and that objective marker is not contested by enemy operatives, that objective marker is stormed by friendly operatives this turning point.
Victory Points:
Once per turning point after the first, if an objective marker is stormed by Friendly operatives this turning point, you score 1VP.
At the end of each turning point after the first, if friendly operatives control an objective marker that was stormed by friendly operatives this turning point, you score 1VP.
Security
Contain
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If there are no enemy operatives wholly within your territory, you score 1 VP.
- If there are no enemy operatives wholly within 6" of your drop zone, you score 1 VP.
Secure Centre
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- If the total APL of friendly operatives within 3" of the centre of the killzone is greater than that of enemy operatives, you score 1VP.
- If the total APL of friendly operatives on the centreline but more than 3" from the centre of the killzone is greater than that of enemy operatives, you score 1VP.
Take Ground
Reveal: When you first score VP from this op.
Victory Points:
At the end of each turning point after the first:
- In Killzone Volkus: if friendly operatives control any stronghold terrain features within your opponent's territory, you score 2VP; for each ruin (Large or small) terrain feature within your opponent's territory that friendly operatives control, you score 1 VP.
- In Killzone Gallowdark, for each access point you control that is on the centreline or within your opponent's territory that friendly operatives control, you score 1 VP.
- In any other kill zone, for each terrain feature with Heavy terrain within your opponent's territory that Friendly operatives control, you score 1 VP. You can score a maximum of 2VP form this op per turning point.
An operative contests a stronghold terrain feature it is wholly within. An operative contests all other terrain features within their control range, or while underneath a terrain feature's Vantage terrain. Friendly operative control each such terrain feature if the total APL stat of those contesting it is greater than that of enemy operatives.