Tyranids
Special Rules
Synaptic Control Leadership Only Hive Ships have leadership, which is at a fixed value of Leadership 9 that can only be improved by the Hive Mind Power ?Imperative?. A Tyranid squadron, including single Hive Ships and cruisers, must pass a leadership test against a Hive Ship?s leadership at the start of a turn to gain ?Synaptic Control?: ignoring instinctive behaviour and being able to go on any special order you wish and attempt to perform any possible action (e.g. coming to new heading and then boarding). If there is any other reason why a leadership test must be taken (e.g. testing to ram) use a Hive Ship?s leadership in the same manner. Leadership tests will have the following modifiers: If a member of the squadron and/or the Hive Ship has a Blast marker in contact= -1Ld If no member of the squadron is within 15cm= -1Ld* If no member of the squadron is within 30cm= -2Ld* If no member of the squadron is within 45cm= You may not use the Hive Ships leadership.* *Only apply the worst result! Re-rolls maybe used as is described for the Hive Mind Power ?Influence?. When a squadron fails the leadership test to gain ?Synaptic Control? no other squadrons may use that Hive Ships leadership to gain ?Synaptic Control? this turn, other Hive Ships leaderships maybe used however. Vanguard squadrons Squadrons of Vanguard Drones and Kraken act more independently and more intimately linked to the Hive Mind than other Tyranid squadrons, and so have a basic leadership of 5 that can be used instead of a Hive Ship?s leadership. Every Vanguard Drone in the squadron improves the squadron?s leadership by +1. ?
Instinctive behaviour If a squadron failed to gain ?Synaptic Control? it must act according to the following conditions. Condition 1: Board nearest possible vessel with normal movement. If can?t board any enemy vessel obey condition 2. Condition 2: Reload ordnance if possible, move half speed straight ahead, shoot nearest target for each weapon (order of weapons fire chosen by the Tyranid player). Ordnance may only be launched if attacking in the same ordnance phase (even if attacking ordnance).
Brace For impact: If unable to use the leadership of a Hive Ship, Tyranid ships may use brace for Impact with leadership 7 as if it were a normal ship. Celestial Phenomenon: Tyranid ships count as having Leadership 10 when traversing celestial phenomenon that requires a leadership test.
Squadrons Hiveships: may not be put in squadrons. Cruisers: may be put in squadrons of 1 or 2. Vanguard squadrons: Vanguard Drones and Kraken may be put in squadrons of 2-12. Escort Drones: maybe put in squadrons of 6-12 and may not be mixed with any other escort type (i.e. Vanguard Drones or Kraken). ?
Shooting Tyranids always shoot the nearest target and may never shoot ordnance. However any target within 15cm of Vanguard Drone ships may be targeted instead of the closest target.
Resilience Regeneration To represent regeneration, roll your repair dice and any rolls of a 6+ repairs a hit (maximum of 1 per end phase) or a critical as normal. Shields Tyranids have normal shields. Turrets Tyranids have normal shields.
Movement Tyranids have normal movement rules. +2D6cm instead of +4D6cm on All Ahead Full special orders.
Boarding Boarding Mod +2 (instead of double boarding). Re-roll boarding D6. All is Lost Unlike in a normal boarding action, when an enemy ship is destroyed in a boarding action roll on the catastrophic damage table adding the number of hits the ship was over killed by. Hit And Run attacks +1 to H&R attacks. Teleporter attacks No Teleporter attacks.
Crippled Tyranid ships (Instead of the normal rules for crippled ships) -5cm Speed. Bio-plasma and Pyro-acid batteries at half strength. Feeder Tentacles, Massive Claws, Torpedoes and Launch bays may not be used. Note: Shields and turrets do not drop in value and there is no +2 to the enemies boarding modifier. ?
Weapons Feeder Tentacles Unaffected by Special orders. D3 Hit and Runs, during the movement phase.
Massive Claws Unaffected by Special orders. During the movement phase, Roll 2 D6 for each set of Massive Claws, each roll of a 4+ causes a point of damage through shields (not holofields), and then the ship carries on with its movement. However if 2 or more 4+?s are rolled the ship latches on and stops in base contact with the target ship. The latched on Tyranid ship cannot fire any other weapons or launch ordnance. Before any other action in the end phase, roll to cause damage again with the Massive Claws with an extra point of damage if 2 or more 4+?s are caused. Either ship may board as normal. ? Critical hits are caused as normal. After the attack the target ship may move on as normal.
Bio Plasma Lances that go through shields.
Pyro-acid Battery Weapons batteries that re-roll to cause critical hits.
Ordnance
Attack Craft Limit Tyranids have no ordnance limit. When the game begins any ship with ordnance starts with it pre-launched in base contact, boarding torpedoes facing the appropriate direction. The Tyranid vessels may then launch again not needing to reload! ?
Torpedoes Speed 15cm, Boarding Torpedoes only.
Attack Craft Speed 15cm, counts as a Fighter and as an Assault Boat.
Mega Spore Mines Any Tyranid capital ship, including Hive Ships, may have Orbital Mines for every launch bay replacing its attack craft at a cost of 10pts per Launch bay.
Critical Hits and Catastrophic damage Use the normal tables.
Hive Ship Battleship/16, 15cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets
Prow Massive Claws and Feeders tentacles. You may replace the Prow Massive Claws and Feeders tentacles with one of the following: Prow Pyro-Acid Batteries, 45cm, 8, Front Prow Bio Plasma, 15cm, 4, L/F/R Prow Torpedoes, 15cm, 6, Front
DORSAL(Thorax)(Choose 1) Massive Claws and Feeders tentacles. Pyro-Acid Batteries, 45cm, 8, Front Bio Plasma, 15cm, 4, L/F/R Launch bay, 15cm, 2, N/A Torpedoes, 15cm, 6, Front
PORT and STARBOARD(Choose 3) Pyro-Acid Batteries, 30cm, 4, Left AND Right. Bio Plasma, 15cm, 2, Left AND Right. Launch bay, 15cm, 1, N/A (1 each side).
Hive Ship Bio Morphs (you may only take a maximum of 1 Bio Morph for each Hive Ship which counts as one of your broadside weapon options) Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF. Reinforced Carapace: +2 Hits. Extra Spore Cysts: +1 Shield and +1 turret.
Example: Charybdis
Battleship/18, 15cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets Prow Torpedoes, 15cm, 6, Front Dorsal Launch bay, 15cm, 2, N/A Port Launch bay, 15cm, 3, N/A Starboard Launch bay, 15cm, 3, N/A Imperative, Influence.
Example: Void Kraken of Talassar
Battleship/18, 15cm speed, 45*Turns, 3 Shields, 5+ Armour, 5 turrets Prow Pyro-Acid Batteries, 45cm, 8, Front Dorsal Pyro-Acid Batteries, 45cm, 8, Front Port Bio Plasma, 15cm, 4, Left Starboard Bio Plasma, 15cm, 4, Right Extra Spore Cysts, Imperative, Influence.
Example: Beast of Bhein Morr
Battleship/18, 20cm speed, 45*Turns, 2 Shields, 5+ Armour, 4 turrets Prow Massive Claws and Feeders tentacles. Dorsal Massive Claws and Feeders tentacles. Port Pyro-Acid Batteries, 30cm, 8, Left Starboard Pyro-Acid Batteries, 30cm, 8, Right Solar Vanes and Adrenaline Sacs, Psychic scream, Imperative
Cruiser Cruiser/10, 20cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets
Prow Massive Claws. You may replace the Prow Massive Claws with one of the following: Prow Feeder tentacles Prow Pyro-Acid Batteries, 30cm, 4, L/F/R Prow Bio Plasma, 15cm, 2, L/F/R Prow Torpedoes, 15cm, 3, Front
DORSAL(Thorax)(Choose 1) Feeder tentacles Massive Claws Pyro-Acid Batteries, 30cm, 4, L/F/R Bio Plasma, 15cm, 2, L/F/R Launch bay, 15cm, 1, N/A Torpedoes, 15cm, 3, Front
PORT and STARBOARD(Choose 2) Pyro-Acid Batteries, 30cm, 4, Left AND Right. Bio Plasma, 15cm, 2, Left AND Right. Launch bay, 15cm, 1, N/A (1 each side).
Cruiser Bio Morphs (you may only take a maximum of 1 Bio Morph for each cruiser which counts as one of your broadside weapon options) Solar Vanes and Adrenaline Sacs: +5cm speed and +1D6cm AAF. Reinforced Carapace: +2 Hits. Extra Spore Cysts: +1 Shield and +1 turret, the ship now has a large flying base.
Example: Pyroclaster
Cruiser/10, 20cm speed, 45*Turns, 2 Shields, 5+ Armour, 3 turrets Prow Pyro-Acid Batteries, 30cm, 4, L/F/R Dorsal Pyro-Acid Batteries, 30cm, 4, L/F/R Port Pyro-Acid Batteries, 30cm, 4 Left Starboard Pyro-Acid Batteries, 30cm, 4 Right Extra Spore Cysts.
Example: Razorfiend
Cruiser/10, 25cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets Prow Bio Plasma, 15cm, 2, L/F/R Dorsal Bio Plasma, 15cm, 2, L/F/R Port Bio Plasma, 15cm, 2 Left Starboard Bio Plasma, 15cm, 2 Right Solar Vanes and Adrenaline Sacs.
Example: Terrifex
Cruiser/10, 25cm speed, 45*Turns, 1 Shields, 5+ Armour, 2 turrets Prow Massive Claws Dorsal Massive Claws Port Pyro-Acid Batteries, 30cm, 4 Left Starboard Pyro-Acid Batteries, 30cm, 4 Right Solar Vanes and Adrenaline Sacs.
Kraken Escort/2 hits, 25cm speed, 90*Turns, 0 Shields, 5+ Armour, 0 turrets, 4+ save as if on BFI (can?t BFI). Pyro-Acid Batteries, 30cm, 2, Front
(Choose 1) Feeder tentacles(Stalker) Massive Claws(Ramsmitter) Pyro-Acid Batteries(Death Burner), 30cm, 4, Front Bio Plasma(Smeltfeaster), 15cm, 2, Front Torpedoes, 15cm, 3, Front
Vanguard Drone Ship Escort/1 hits, 25cm speed, 90*Turns, 1 Shields, 5+ Armour, 2 turrets
(Choose 1) Feeder tentacles Pyro-Acid Batteries(Prowler), 30cm, 2, Front Bio Plasma, 15cm, 1, Front
Notes: Enemy, excluding ordnance, within 15cm of a Vanguard drone ship can always be targeted by other Tyranid ships. +1 Leadership to the Vanguard squadron per Drone Ship.
Escort Drone Escort/1 hit, 15cm speed, 45*Turns, 1 Shields, 4+ Armour, 1 turret
(Choose 1) Feeder tentacles Pyro-Acid Batteries, 30cm, 3, Front Bio Plasma, 15cm, 2, Front
TYRANID SPLINTER FLEET LIST
FLEET COMMANDER Instead of fleet commanders, the Tyranid Fleet has Hive Ships. Each Hive Ship can take Hive Mind Powers as shown below:
Hive Mind Powers (you may take any Hive Mind Powers once for each Hive Ship) Imperative: +2 hits. +1 Ld for any ships using the Hive Ships leadership (including the Hive Ship). Influence: 1 re-roll to be used on any ships using the Hive Ships leadership (including the Hive Ship). Psychic scream: Enemy ships within 15cm of the Hive Ship suffer -2 to their leadership value.
HIVE SHIPS & ESCORT DRONES Hive Ships and Escort drones are bought together as one Hive Ship and a single squadron of 6-12 Escort Drones. Tyranid Hive Ship?????.. Escort Drone????.
CRUISERS You may include up to two Cruisers for every Hive Ship. Tyranid Cruiser?????..
VANGUARD SQUADRONS You may include any number of Vanguard Squadrons. Vanguard Drone Ship???.. Kraken???????..
Using the Splinter Fleet
The Tyranid Splinter Fleet is suitable for use in the following scenarios: Cruiser Clash, The Bait, The Raiders, Blockade Run, Suprise Attack, Fleet Engagement
Subplots
Tyranids use two subplot tables the one below using subplots from both Legacies of War and Chance Circumstances tables. The other being the full Secret ploys subplot table from the rulebook. Rol for subplots randomly as normal, using a D2 to pick the table.
1 Meteor Storm (Chance circumstances: 1) 2 Gunnery Practice (Legacies of War: 1) 3 No Quarter! (Legacies of War: 5) 4 Vendetta (Legacies of War: 6) 5 Navigational hazards (Chance circumstances: 4) 6 Unexpected help (Chance circumstances: 3)
Campaigns
Tyranids in campaigns are played as Raiders but lack a Pirate base and have an altered set of scenrios for play.
The Scenarios in a campaign to be played by a Splinter Fleet (Raiding Fleet) should be as follows:
1. Cruiser Clash 2. The Bait 3. The Raiders 4. Blockade Run 5. Suprise Attack 6. Fleet Engagement *If a Major Raid is rolled for roll 2D6 and take the highest!
Promotions Table
Unlike most other fleets Tyranids don't have a fleet commander. Instead the whole fleet recieves the following bonuses as if a campaign fleet commander were present:
Renown 1-5: 2 repair points, 1 reroll. 6-10: 3 repair points, 1 reroll. 11-20: 4 repair points, 1 reroll. 21-30: 6 repair points, 2 rerolls. 31-50: 9 repair points, 2 rerolls. 51+: 12 repair points, 3 rerolls.
Ship Experience
Tyranid vessels don't gain experience like other races. Instead they mutate or simply age, growing bigger or more efficient.
At the end of each battle roll 2D6 on the following table for each capital ship that took part and was not crippled (even if it started the game crippled), cruisers have a -1 modifier. Escort squadrons roll 1D6 on the table after each battle, as long the squadron wasn't crippled.
No result can be taken more than once, if a duplicate is rolled it counts as a failed evolution! If a ship becomes crippled it loses an evolution, the Tyranid player picks the evolution to be discarded.
Evolution Table 2 FAILED Evolution: no change. 3 Auto pass Synaptic control once per game. 4 Celestial fins: Not slowed by BM?s or Gas/Dust clouds. The ship has developed a streamlined set of fins and constrictor muscles, making it easier to navigate through debris or gaseous terrain. 5 Roll 3D6 and discard the highest when rolling for leadership checks of a specific special order. Pick the desired special order! 6 FAILED Evolution: no change. 7 Tenacity: When on AAF, BR, CTNH, weapons strength is unaffected. The creature has evolved the capability of effectively bringing its weapons to bear on its enemies even when following the prerogative of the Hive Mind. When on All Ahead Full, Burn Retros or Come to New Heading special orders, it?s Pyro-acid batteries and Bio-plasma are unaffected. 8 Reinforced Carapace: +1 hit. The creature has grown to an inordinate size with correspondingly reinforced endostructures and additional ablative carapace, increasing its total mass and capacity to sustain damage. The ship gains one hit. 9 Accelerated healing: Ignore blast markers when healing (repairing critical hits). The bio-ship has enhanced its ability to heal when in a conflict having a honeycomb of secondary carapaces filling with healing enzymes or smaller creatures when critical damage is sustained. 10 More Discharge vents: Reduces turning distance by 5cm. The number of discharge vents along the beast?s length has increased dramatically. The creature reduces the distance it needs to move before turning by 5cm. 11 Extra spore cysts: + 1 shield, +1 turret. 12 Hive Mind Nexus: Range of Hive Mind increased to 60cm (but ?1 Ld over 45cm). The Hive ships connection to the Hive Mind has grown exceptionally strong able to relay thoughts and override instincts at great distances.
Repairs and Withdrawls
Tyranid Escort Drones (not Vanguard Squadrons) are numberless, as such Tyranid escorts drones are replaced after a battle with no expenditure of repair points.
Other than this exception Tyranids follow all the normal rules for Repairs and Withdrawls.
Appeals
Tyranids follow all thge normal rules for Appeals withe the following clarifications:
When appealing for a Hiveship it has to come with escort drones so you will have to use 2 sucessfull reinforcement rolls at the same time! So you'll only be able to do this with a renown of 11 or more!
A Refit would be a further roll on the Evolution (experience) table for any capital ship.
Hive Fleet Campaigns
A full Hive Fleet encroaching on a mere sub-sector would be impossible to represent with the Campaign rules here and in the rulebook. Should anyone wish to play a campaign where Tyranids are moving in full force I would suggest the following Scenarios:
Raids: 1. Cruiser Clash 2. The Bait 3. The Raiders 4. Blockade Run 5. Suprise Attack 6. Fleet Engagement
Battles: 1. Major Raid (roll again on the Raid Table playing a Major Raid) 2-3. Exterminatus(Tyranids as defenders)/Planetary Assault(Tyranids as attackers) 4. Suprise Attack 5-6. Fleet Engagement *A vast category of extra (galactic) special rules need to written to accommodate a Full Hive Fleet in a campaign, but the players who would wish to play this sort of campaign must be enthusiastic and imaginative sorts, so I'll leave it to them!
Edited: Added Hive Ship stats, where BioMorphs count as a broadside weapon choice. Broadside weapon choices are a straight 3 choices rather than 2 or 3. (This is to make the ships cost more predictable and therefore allow the ship to be more fairly pointed).
Added Cruiser stats, where BioMorphs count as a broadside weapon choice. Broadside weapon choices are a straight 2 choices rather than 1 or 2. (same reason as for the Hive Ship, but in this case it's far more extreme!)
Added Kraken stats.
Added Vanguard Drone stats.
Added Escort Drone stats, with 4+ armour!
Restructred the fleet list so that the relation between Hiveships and Escort Drones is more clear!
Made the Hive Ship and Cruiser come with Massive Claws as their Prow weapon (and feeder tentacles for the Hive Ship), which can be replaced with the normal options. The reason for this is to better price the 2nd set of Massive Claws as 2 sets are more than twice as good as one set! The reason it is not just a difference in cost (i.e. the Prow set being cheaper than the Dorsal one) is that people may assume that it is a typo, as all the other weapons will cost the same!
Added examples of ship classes! Escort class names are next to the weapon type.
Added examples of ship classes! Using new made up names.
Added full range of Campaign rules!
_________________ DON'T DATE ROBOTS!!!
|