Mission
There are 4 Tyranid Hives on the board. The mission is to destroy them all. If the other players destroy up to 2 Hives the game is a draw, no Hives is a Tyranid victory and more than 2 Hives is a victory to the other players.
Any infantry figure may detonate a demolition charge by remaining stationary next to a Hive for a whole turn without moving (count as Heavy weapon). The next turn the charge detonates and the Hive is destroyed.
The Tyranids are represented by 'blips' (ours came from the Space Hulk game) until flipped over. Each 'blip' moves 6 inches until its forces are revealed, once the actual troops are on the table they move as normal for their type. Blips are revealed either by being 'spotted' or by the Tyranid players in their turn. A blip can be spotted by a unit testing to see it (normal LOS rules also apply), in the Shooting phase, nominate a blip, roll 2D6 (3D6 if the unit has a scanner) and x3, if the blip is within this distance then it is spotted, this counts as shooting at the blip and any troops revealed can be shot at.
A numbered blip is either genestealers or gaunts, but gaunts can only be placed if there is a synapse creature within 12". Place 3x the number on the counter with members of the brood, the first model of the brood should be placed on the counter and the rest around it, as if they were Deep Striking.
Genestealers |
- |
Troops |
6 |
0 |
4 |
4 |
1 |
6 |
2 |
10 |
5+ |
96 |
Fleet of Claw, Brood Telepathy; Rending Claws |
Hormagaunts |
- |
Troops |
4 |
3 |
3 |
3 |
1 |
4 |
1/2 |
5 |
6+ |
80 |
Beasts, Leaping; Scything Talons |
Gaunt Brood |
- |
Troops |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
6+ |
48 |
Fleet of Claw; Fleshborer |
Gaunt Brood |
- |
Troops |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
6+ |
40 |
Fleet of Claw; Spinefists |
Lettered counters are replaced with any of the broods, as follows but the first one chosen for that Hive must be a Hive Tyrant.
Hive Tyrant |
1 |
HQ |
5 |
4 |
6 |
6 |
4 |
6 |
3 |
10 |
2+ |
198 |
Flesh Hooks; Implant Attack; Lash Whip & Bonesword; Barbed Strangler; Psychic Scream; Synapse Creature; The Horror |
Carnifex |
1 |
Heavy |
3 |
3 |
9 |
6 |
5 |
2 |
2 |
10 |
2+ |
199 |
Spine Banks; Barbed Strangler; Venom Cannon |
Warriors |
4 |
Elite |
5 |
3 |
4 |
4 |
2 |
5 |
2 |
10 |
4+ |
199 |
Flesh Hooks; Leaping; Rending Claws; Deathspitter (x3); Venom Cannon; Synapse Creature |
Ravener |
3 |
Fast |
5 |
3 |
4 |
4 |
2 |
5 |
3/4 |
10 |
5+ |
138 |
Rending Claws; Deathspitter |
Check each wood either using the same procedure as a blip or when another unit approaches within 6 inches of it. 1-4 the wood is clear, on a 5-6 a Lictor is present.
Lictor |
1 |
Elite |
6 |
0 |
6 |
4 |
2 |
6 |
2/3 |
10 |
5+ |
80 |
Loner, Stealth, Fearless, Hit and Run; Feeder Tendrils; Flesh Hooks; Rending Claws |
Option Footnotes |
Psychic Powers |
Psychic Scream |
Enemy units with a model within 18" suffer a -1 to all Leadership tests. If several Psychic Scream models are in range, the effects are cumulative. |
Synapse Creature |
Any Tyranid broods with a model within 12" of a Synapse Creature never fall back and are assumed to automatically pass any Leadership based test., other than Psychic tests and Target Selection. A brood that enters Synapse range may regroup regardless of usual restrictions. All broods other than Ripper Swarms are immune to Instant Death. A Tyranid with Synapse is able to detonate all spore mines within 24" in the shooting phase. This is done instead of shooting or using psychic abilities. Other creatures from the same brood may still shoot at another target. |
The Horror |
Any enemy unit that wishes to assault this creature must make a Morale test. If failed, the unit may not assault that turn. |
Biomorphs |
Feeder Tendrils |
Always counts as having the Preferred Enemy unit special rule. Any Tyranid brood with a model within 2" also benefits from the Preferred Enemy special rule. |
Flesh Hooks |
Counts as frag grenades. Also treats vertically impassable terrain as difficult terrain. |
Implant Attack |
Unsaved wounds cause two wounds instead. Does not affect bioplasma attacks. Only valid for close-combat. |
Leaping |
Gain a fast charge of 12". Can count all attacks when within 3" of a friendly model in base contact. |
Spine Banks |
Model is treated as having Frag Grenades in close combat, and also can fire the Spine Banks as if they are a spinefist, in addition to any other weapons they have. |
Weapons |
Barbed Strangler |
36" Range; StC-1 (Max 8); AP5; Assault 1/Large Blast; Pinning |
Deathspitter |
24" Range; StC+1(Max7); AP5; Assault 1 Blast |
Fleshborer |
12" Range; StC+1; AP5; Assault X; Living Ammunition |
Lash Whip & Bonesword |
Counts as a Lash Whip. A Hive Tyrant with a bonesword is permanently under the effects of the Catalyst power. With a successful psychic test at the beginning of the assault phase the Tyrant may use the Bonesword to extend the effects of Catalyst to all broods with a model within 6". |
Rending Claws |
Gain Rending special ability. See page 46 of the Warhammer 40k Rulebook. |
Scything Talons |
+1 Attack for each set of talons. (max +2) |
Spinefists |
12" Range; StC(Max6); AP5; Assault X, Twin linked |
Venom Cannon |
36" Range; StC+2(Max 10); AP4; Assault X |
Until destroyed a Hive also counts as a Biovore firing a Bio-Acid spore mine each turn.
Bio-acid Spore Mines |
1 |
|
0 |
0 |
1 |
3 |
1 |
1 |
0 |
10 |
- |
[15] |
Strength: 3 AP: 3 Rolls 2D6 + 3 for vehicle penetration. |
Each Hive started with 4 blips and each turn generates another blip, which are placed within 12" from the Hive but not within 18" of an enemy unit.
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