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THE GREAT DEVOURER
TYRANID HIVE FLEETS
by ANDY CHAMBERS
model conversions by Sherman Bishop and Jens ‘The Hive’ Kroenert
Ever since BFG came out people have been asking
questions along the lines of ‘When the hell are you
guys going to get your fingers out and make a
Tyranid fleet?!?!?!!!’. Well fret no longer oh purple
tentacled members of the Hive Mind, for that jolly
nice fellow Andy Chambers has been burning the
midnight oil in order to bring you this, the one and
only official Battlefleet Gothic Tyranid rules and
fleet list!
Seriously, though, for some time now Andy has
been tinkering away with a set of rules to allow
players to use Tyranid ships in BFG, and even
managed to arrange for a small selection of Tyranid
ship models to be made to go long with the rules
(although the rules are designed to work just as
well with scratch-built models – see elsewhere in
this issue for details). Unfortunately, pressure of
work on 40K has stopped Andy from really getting
the time to finish the project off, so although the
rules are written and the models made, they have
not yet been fully tested.
I knew that Andy had been working on the rules, so
when I joined the Fanatic crew I volunteered to
help finish the project off. Initially my plan was to
take Andy’s rules, play-test them, sort out any
problems, and then publish them as a supplement
for the main BFG game. However, Andy was
confident that the rules and list where in a playable
state, so rather than make you guys (and gals!) wait
for six months while we got them ready, I thought
I’d let you join in with the fun by unleashing the
current version of the rules to a wider audience in
Battlefleet magazine.
You’ll find Andy’s Tyranid rules are on the following
pages. Unlike the ‘experimental rules’ you’ll find
elsewhere in this magazine, these Tyranid rules are
definitely going to be published as an addition to
the BFG rules system in pretty much exactly the
form you will find them here. However, we still
need you to help us iron out any wrinkles or loop-
holes there may still be hiding in the rules, so that
they work smoothly and fairly. So, please use these
rules and the fleet list, and then write to us telling
us if you ran into any problems. We’ll be play-
testing them also, and with your feedback we’ll
come up with the final version of the rules to be
published as a stand alone BFG supplement some
time next year. Until then feel free to use the rules
in any games of BFG that you play – though if
you’re playing in a tournament you should make
sure that the tournament organisers are cool with
you using them first! We’d also like to know what
you think of the Tyranids in general, what new
miniatures you’d like to see, what new background
– in short if you’ve anything to say that that relates
to Tyranids in BFG we want to hear about it! Sadly
we won’t be able to reply to the mail we receive,
but all the letters will be read and the ideas in them
‘added to the melting pot’.
Have fun, and remember to write us with your
comments,
of human spacecraft and astrotelepathy, lies
the unspeakable cold of the intergalactic void.
Few men have ventured into this realm and
none have ever returned. It is the great barrier
that divides galaxy from galaxy, a place where
time and space conspire to hold the galaxies
apart with inconceivable distances.
immeasurably ancient and implacable
intelligence moves through the cold and the
darkness, its many eyes fixed on the distant
glittering lights of our galaxy. The Great
Devourer moves between the stars and hungers
for the flesh of all who lie before it. This
great organism, this monstrous entity, men
know as the Tyranid race.
betray their ignorance. Every thought and
action, every spark of life in the Tyranid race
is bound and interlinked into a single mind,
into a single great entity which stretches over
light years of space and is controlled by the
immortal hive mind. A billion times a billion
Tyranids stand at the rim of the galaxy yet
each one is no more than a single cell in the
living body of the hive mind, the devourer of
worlds.
B eyond the human galaxy, beyond the range
Y et the void is no longer empty. An
E ven by naming the Great Devourer men
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The primary difficulty of strategic studies of the
aliens designated as the Tyranid race is
engendered by their mobility and methods of
attack. Hivefleets of varying sizes have been
encountered and only one unifying feature of
their methods has been established, to whit
that they maintain no permanent
establishment on habitable worlds once they
have been subdued. Hivefleets stop in one
place only long enough to strip the worlds they
have conquered before disappearing into deep
space until they strike again. In strategic terms
the hivefleets’ attacks appear to be primarily
opportunistic. As worlds with desirable
resources are discovered the nearest hivefleet
will move to consume them. Thus, relentlessly,
they are drawn towards inhabited space and
the most densely populated areas of the
Imperium. As such this document will confine
itself to the known capabilities and actions of
the Tyranids. Addenda shall be added as and
when overall strategic objectives for the
Tyranid hivefleets can be determined.
underestimated. They are unique in so many
respects: their capacity to mutate and evolve, the
bio-technology of their weapons and space craft,
their gestalt consciousness and their single-minded
purpose of being. Because we have never been able
to reason with them, our only interaction has been
war. Yet think what we could learn from them! They
are not all beasts, these creatures. Many are
evidently cunning and intelligent. If we could only
communicate with them, how both races would
benefit! With communication would come mutual
understanding and respect. The frontiers of human
science would be pushed back. Human and alien
could live together in peace and harmony...
[records deleted from this point, by order of the
Commission for Human Purity]
Excerpt from the personal log of Genetor Malin. When the
perversive nature of his dangerous theories was uncovered,
the Genetor was immediately removed from office, stripped
of all his rank and privileges, and sentenced to spend the
rest of his natural life in the prison Astrophel Penitente.
uncertain currents of the Empyrean. If the
creatures arrive at an inhabited world they can
infect its populace with a genetic corruption
and achieve a vanguard of hybridised slaves
which will also attract the attention of a
hivefleet. The success of this approach can be
argued by the fact that Genestealers have been
encountered aboard space hulks in every
Segmentum of the galaxy. Likewise Genestealer
infestations are commonplace enough that the
High Lords have issued no less than eighty
decrees pertaining to their cleansing by
Exterminatus in the last decade.
If all else fails it is believed that the hive-ships
perform some form of spectrographic analysis
of the radiation from the nearest stars to select
a destination. This has been born out by the
fact that 72.3% of encounters with hive-ships
(as opposed to the smaller drones) have taken
place in systems containing class F2IV -K9V
stars. This spectral band covers 81% of the
worlds inhabited by humanity.
PARTICULARS
The invasion of a system can be broken into
five discrete phases: Discovery, Approach,
Attack, Subdual and Consumption.
The first indication that something was amiss was
the detection of a cloud composed of a large
number of unidentified objects entering the fringes
of the Tyran system. Scanning and telemetry
revealed little about the mysterious cloud but
showed it emitted no energy signatures or signals of
its own. The objects themselves were non-metallic
and irregular in shape, which ruled out a fleet of
starships or pieces of a space hulk cast up by the
warp.
Excerpt from the history of the First Tyrannic War – Hive Fleet
Behemoth.
Phase I: Discovery
Discovery of potential targets is under taken
primarily by warp-capable drone-ships which
disperse among the star systems close to a
hivefleet. Over the course of decades these
living ships methodically investigate planets
and, upon discovery of likely candidates, seed
worlds with ‘vanguard’ organisms such as
Lictor and Genestealer infiltrators and various
Gaunt species. It is believed that the psychic
signature of these creatures draws the hivefleet
to them proportionally to their numbers. If the
Tyranid nests are fruitful and multiply quickly
the hivefleet is soon drawn to the apparently
rich feeding grounds, less successful colonies
appear to be given a lower priority.
This method is also employed by the use of
wrecked space hulks to carry pockets of
Genestealers ahead of the hivefleet on the
Phase II: Approach
The arrival of the hivefleet is preceded by what
the Adepts term ‘The Shadow In the Warp’, a
psychic disturbance which renders Astropathic
communication impossible, blots out the
Astronomicon and renders warp travel
extremely unpredictable. Both the relativistic
distance and size of the Hivefleet affect the
intensity of the warp-shadow, but in several
reported instances entire sectors have
disappeared beneath it. As such the shadow in
the warp forms an uncertain compass of the
Tyranids movements, all too often the target of
their attack becomes apparent only after it has
been
and
rendered
unapproachable.
T he menace of the Tyranids cannot be
enveloped
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As the tiny system ship closed the range Varnak was
amazed by how regular in size the objects in the
cloud were. Groups of smaller objects hung close to
the largest ones in almost perfectly spherical halos.
As the commander closed with the nearest large
object his sensors showed him that it did possess a
rough kind of symmetry after all. Its surface was
covered in fantastic ribs and whorls. The texture and
surface composition of the object was similar to an
asteroid that had been worked or fashioned
somehow and then left to drift in space. Closer still
the sensors picked up vanes of opaque matter which
spread from the object and angled towards the sun
like sails.
A sudden warning from his crew alerted Varnak: the
smaller objects now surrounded the research ship
and were closing the range, apparently under their
own propulsion. Magos Varnak brought the ship
around and started to move away from the large
object. He attempted to broadcast messages in a
variety of media, using not just radio waves but light,
colour, radiation and others. No change or response
was visible or detectable. If anything, the smaller
objects were now approaching more quickly. In
desperation Varnak fired the boosters to drive the
ship free of the closing web of objects.
As the ship passed close to the nearest object it
detonated with shocking force. The shock wave
inflicted crippling damage on the ship, Magos
Varnak was injured and several members of the crew
were killed. Worse still, the ship continued to suffer
further damage as it pulled away. Several more
compartments blew out without warning and power
lines failed minutes after the explosion. Fortunately,
the ship’s engines held and it limped away at best
speed to Tyran.
By heroic efforts Magos Varnak piloted the ship back
to Tyran Primus and crash-landed it in the ocean
nearby. Investigation of the ship and its record tapes
showed that the vessel had been struck by a variety
of complex acids and viruses which had eaten away
over 20% of its hull. By now the cloud was
approaching at greater speed than before, and the
Imperial scientists estimated that its current rate of
progress would move it into Tyran’s orbit within less
than a week. The biological origins of the acids and
viruses indicated that they originated from a living
host. Genetors postulated that the cloud was
composed, in part or in whole, of a swarm of
vacuum-dwelling
hibernation it must be consigned to the realm
of conjecture.
Phase III: Attack
The Tyranid invasion is begun by the hiveships
releasing spores into the target’s planets
atmosphere. The mix typically includes mycetic
spores for landing ‘vanguard’ and ‘main force’
ground assault swarms, spore ‘mines’ of a
corrosive, poisonous and/or explosive
capability, zoomorphic symbiotes and
parasites, plus fertilisation, weather
modification and necrotic varieties. Flying
creatures are also dispatched, primarily swarms
of winged Gaunt species tended to by the
dropship-sized Harridan brood organisms.
Phase IV: Subdual
In the initial phases of invasion the flying
swarms make concentric attacks in an effort to
herd lifeforms into the path of ground swarms.
Pre-existing Vanguard organisms will move to
join the advance, presumably sharing their
information of local DNA, topography and
resistance with higher synaptic receptors of the
Tyranid hive mind. Battles are frequently
reinforced and expanded by the direct
dropping of reinforcements in mycetic spores
from the hive ships in orbit.
The ground swarms are continuously
reinforced with increasingly powerful
contingents of Tyranid Warriors, bio-artillery
and specialised organisms like the Carnifex
assault-beasts and Hive Tyrants. As resistance
lines stabilise they are infiltrated or smashed
with coordinated wave attacks and mycetic
spore drops. Centres of resistance are
surrounded, besieged by the gathering of
increasingly large and powerful swarms until
they are overrun.
life
forms
previously
unencountered by Man.
Excerpt from the history of the First Tyrannic War – Hive Fleet
Behemoth.
Phase V: Consumption
Strictly speaking the consumption of the planet
under attack is undertaken continuously from
the moment the hiveships achieve low orbit
and release organisms into the atmosphere.
However, the point upon which the hiveships
begin to replenish their reserves of bio-mass
from the planet is a discrete phase which forms
the culmination of the Tyranid assault.
Initially emerging Tyranid feeder organisms
spring up in the wake of the ground swarm’s
advance, mobile ones following hard at its
heels while sessile varieties spread and
multiply at a ferocious rate, hybridising or
The bio-ships which comprise the fleet may
either exit the warp simultaneously at the edge
of the system or, in many reported instances,
exit in deep space and drift towards their
objective. This latter approach renders the
Hivefleet virtually invisible to long-range
augury and Astrotelepathic detection. There
has been speculation that some hivefleets may
actually drift through realspace for the entire
voyage between systems, but as this would
entail a journeytime of decades or centuries of
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absorbing native life. Carrion from the
battlefields is quickly consumed and used by
several species to pupate and metamorphose
into larger lifeforms. Bio-factory organisms
harvest and transmute the remaining feeders
into nutrient gels which are employed to feed
the fighting swarms and droneship-haulers
which replenish the hiveships in orbit.
During this period, climate and humidity is
subject to modification, as increasing numbers
of Tyranids organisms manipulate weather
patterns to achieve maximum growth, carbon
dioxide and nitrogen are leached away, leading
to an increasingly oxygen rich environment. As
resistance is overcome more and more of the
planet’s surface is stripped bare by continuous
harvesting until the hivefleet concludes its
actions by draining the planets’ atmosphere
and seas. At this point many hiveships will
calve, adding to the numbers fleet’s numbers of
drone-vessels and immature bio-ships. The
attack complete, the hivefleet will then move
into deep space again to seek a new target.
Tyranid hivefleets typically comprise of a mix of
large Hive ships and larger quantities escort-
sized ‘drone ships’. The smaller vessels
generally act instinctively and are only unified
into a coherent strategy by the psychic
emanations of the hiveships. The need for the
hiveminds’ overall control to be channelled
through synaptic links makes Tyranids fleets
ponderous but well co-ordinated, a factor
which is more than compensated by their
The three surviving system ships, which Varnak had
held in reserve for such a moment, pursued the
attackers beyond the edge of defence laser range.
They shattered one of the objects, inflicted surface
damage on two more and split the surface of
another so that it leaked blobs of liquid into the
void. The system ships, however, were wrecked by
return fire from dozens of objects in the cloud. Only
two of the ships managed to make it back to Tyran
and these were both effectively destroyed by the
same acids and viruses that had consumed Varnak’s
ship.
Further analysis of the records from the wrecked
system ships showed that the objects were
undisputably organic, protected by a dense carapace
of stone-like material which could only be compared
to silicon-based bone or insect chitin. The creatures
appeared to have softer internal components, and
contained fluids. Micro-examination of the tapes
from Silo 3 showed hordes of tiny shapes tumbling
from the creature it had destroyed. Because of the
distance little could be defined on the pictures, save
that the shapes comprised a triple segmented
central section and six mobile protuberances which
had bilateral symmetry.
Excerpt from the history of the First Tyrannic War – Hive Fleet
Behemoth.
overwhelming numbers.
To represent the unique nature of the Tyranid
bio-ships many of the standard Battlefleet rules
are modified as detailed below. The rules are
laid out in accordance with the turn sequence.
Any rules not specifically modified apply as
normal to Tyranid ships.
Tyranid bio-ships by Jens Kroenert
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Rules for Tyranids in Battlefleet Gothic
MOVEMENT/ SPECIAL ORDERS
All Tyranid vessels use Instinctual behaviour
unless the Hive Mind (ie you!) tells a ship or
squadron to do something different via the
psychic influence of the hive ships.
For ships or squadrons using instinctive
behaviour read down the list of conditions
cited on the table below and and give them the
first appropriate action or special order you
come to. No command check is needed for
special orders, but there may be specific
activities that must be undertaken in the
vessel’s movement.
For example: A Tyranid cruiser wishes to move
towards the enemy fleet in support of its Hive
Ship but fails the Ld test. We check the
Instinctive Orders table – there are no celestial
phenomena or enemy ships close or in range
but there is a planet on the table. The Cruiser
has to move towards the planet even though
this actually takes it further away from the
enemy fleet it wished to close with.
is successful the Tyranid player has control of
the ship/squadrons’ movement and may place
it on special orders if desired. Ships/squadrons
placed on reload ordnance special orders must
still roll a D6 to complete them as specified by
the instinctual behaviour chart below. Rolling
doubles for reload ordnance special orders
does not cause Tyranid ships to run out of
Ordnance
Attempts to use synaptic control count as a
command check so a Hive ship can keep
testing until a command check is failed.
However, if one hive ship fails a command
check this does not prevent another hive ship
attempting to use synaptic control. In effect
each hive ship can make at least one attempt to
override instinctual behaviour.
For example: A Tyranid Drone wishes to
overcome its instinctive orders so tests on the
Ld of a Hive Ship within 45cm but fails.
Because there is another Hive Ship within
45cm it may test again and may continue to
do so so long as there are Hive ships within
45cm of it.
Synaptic Control
Only Hive ships have a Ld value, which is
purchased at a fixed value on the hivefleet list.
During the Movement phase each Hive ship
can make a Command check to change or
ignore instinctual behaviour for themselves or
another ship/squadron within 45cm. If the test
Brace For Impact
During either players turn Tyranid
ships/squadrons can go onto Brace for Impact
orders by testing against the Ld of the nearest
Hive ship. As normal this order is only removed
INSTINCTIVE ORDERS
Condition
Action/order
1. Normal movement will take ship(s) into an Gas/dust cloud,
Burn retros
Asteroid field, planetary rings, minefield, warp rift or other
dangerous Celestial phenomena.
2. Nearest enemy is in front fire arc and less than 15cm away.
No special order
Must move into contact and initiate a boarding action if possible.
3. Nearest enemy is in front fire arc and more than 90cm away.
All Ahead Full
(+2D6cm instead
of +4D6cm).
4. Nearest enemy is within rear fire arc (Escorts only)
Come to new
heading.
5. Enemy in front fire arc and within range/fire arc of operational
Lock-on
bio-weapons
6. Ordnance needs reloading. Roll a D6, escorts ships successfully
Reload ordnance
reload on a 4+, capital ships on a 2+. If a capital ship fails to
reload then it loses a hit instead (this damage does not cause
criticals, and the ship will not lose its last hit).
7. None of the above conditions apply. If there is a planet on the
table, the ship/squadron must end its movement closer to it than
at the start of their move.
no special order
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