The Great Devourer -- The Tyranid Hive Fleets approach

The Tyranid Hive Fleets
- cuase my gamers wanted a challenge.


Auxiliary Craft: Tyranid Hive Ships are living factories and constantly spawn new broods. A bio-ship has no restrictions on the amount of fighters or breaching pods that it carries. When crippled, however, a bio-ship may no longer produce new auxiliary craft, as if now devotes itself towards self-preservation.


Spores act as both Anti-Fighter Weapons and Shields; Spores acting as AF trait are subtracted from total Shield strength after use
ie Tyranid Razorfiend Cruiser has AF3 and Spore Shields 10/5. Using 3 AF reduces the total Shields to 7/5 for that turn


Hive Mind: The living bio-ships of the Tyranid fleets rely on instinctual behaviour to operate. The Hive Ships exert the will of the HiveMind to direct individual vessels in the pursuit of Tyranid goals.
At the start of each turn, each Tyranid ship rolls 1D6, adding +1 bonus for each friendly Hive Ship within 30"; if the total 5+ the bioship follows the orders of the HiveMind. Otherwise, the bioship follows instinctive orders.


Tyranids may not use jump-gates. The Hive Fleets travel through the Warp under their own abilities.


Tyranids may only use the following Special Actions, pending approval of the HiveMind: All Stop, All Stop And Pivot, Come About, Give Me Ramming Speed, Launch Breaching Pods/Shuttles


Weapon Traits
Bio-Plasma: superheated plasma boils across space

Pryo-Acid Batteries: organic shells containing virulent toxins and acids. These cause considerable damage on impact and the acids continue to eat away at a damaged ship's hull. On any ship hit by pyroacid, at the start of the next Weapons Stage, reroll any hits to see if the acids remained.
Ie Turn 3 a ship is hit by 2 pyroacid shells. During turn 4, roll for the those 2 hits and then any hits from Turn 4.

Feeder Tentacles: May only be used when BioShips are base contact with another vessel/station. Roll 1D6 and place that many Troops on the enemy vessel/station.

Massive Claws: A BioShip with Claws may grapple with another ship by moving into base contact and rolling an opposed CQ test. If successful, the prey is grappled until the BioShip releases it. A BioShip may fire weapons as normal at other ships. 1D6 of Troops may commence Boarding Actions each turn.
Captured prey may only move straight ahead at half speed. Prey may fire weapons at ½ AD. Prey may conduct boarding actions. Prey targeting a grappling BioShip automatically hit (in that arc).


Tyranids determine crew quality by rolling 1D6. Tyranid BioShips do not have Crews to be affected by combat. Tyranid Bioships do carry Troops--hordes of ravenous nightmare monsters. Tyranids may roll 2 dice during Boarding Actions and score results as normal. (A rolled 1 on either dice results in the Tyranid Troop being killed.)


Tyranids have an Initiative bonus of 0.


Tyranid Synaptic Control
For each Tyranid ship, roll 1D6, adding +1 bonus for each friendly Hive Ship on the table 5+ Tyranid obeys the orders of the Hive Mind (ie YOU)
Less than 4 Tyranid follows instinctive orders

MOVEMENT PHASE
Normal movement will take Bioship into a Hazard (asteroid field, nebula, etc) Roll 1D6 to change course
1, 6 all stop
2-3 turn to port
4-5 turn to starboard


Normal movement will take Bioship with 1" of a planet or moon) All Stop - Tyranid begins to feed
Hive Mind requires a 6 to regain control and send BioShip back into battle


Nearest Enemy ship in Front Arc Beyond movement range Move forward full speed
Within movement range Move forward full speed and attempt Physical Attack
Nearest Enemy ship in Side Arc Beyond movement range Turn and move towards Target Ship
Within movement range Turn and move forward full speed and attempt Physical Attack
Nearest Enemy ship in Rear Arc Beyond movement range Turn and move towards Target if possible at full speed
Within movement range Turn and move toward Target at full speed and attempt Physical Attack if possible
No above conditions apply Move towards nearest Planet/Station at best speed



WEAPONS TURN
Nearest Enemy ship in Firing Arc Fire all batteries

DAMAGE 1 - Bulkhead Hit, no damage
2-4 Solid Hit, -1 Damage
5-6 Critical Hit, -1 damage + Systems Hit

1-2 Engines 1-2 -1 damage, -1 Speed
3-4 -2 damage, -2 Speed
5-6 - 4 damage, BioShip is Adrift

3-5 Weapons 1-2 Blinded, all weapons -1 AD
3-4 -2 Damage
Severed Nerves, 1 weapon in Random Arc cannot fire
5-6 -4 Damage
Declawed, Random Arc, no weapon can fire

6 Vital Systems 1 Norn Queen, lose Hive Mind ability, -3 penalty when rolling for Synaptic Control
2 Cracked Carapace, -1D6 damage, -1D6 Troops
Biological Eruption – Tyranid shell cracks and viral acids splash any ship within 4" doing with 5 AD damage
3 Blindspot, no firing from 1 random Arc
4 Muscle Spasm, no actions on next turn, Run Adrift
5 Cracked Carapace, -1D6 damage, -1D6 Troops
Biological Eruption – Tyranid shell cracks and viral acids splash any ship within 4" doing with 7 AD damage
6 Brainlock, -3D6 damage, lose 2 random traits


DEATH BLOW
When a Tyranid Non-Fighter dies, roll 1d6 3 or less Drifting Carcass – Tyranid moves forward at half speed, may not attack or change course
4 to 5 Biological Eruption – Tyranid shell cracks and viral acids splash any ship within 4" doing with 10 AD damage
6 Bio-plasma Detonation – Tyranid explodes and viral acids splash any ship within 4 squares doing starting 10 AD damage



Beast Of Bhein Morr Tyranid Hive Ship
Rumours tell of a massive crab-like monstrousity roaming through space.

War
HULL: 6 SPEED: 4 TURNS: 1/45

DAMAGE: 150/40

CRAFT: 16 Limpet Worms, 20 Brood Torpedoes
TROOPS: 20

TRAITS: Anti-Fighter 8, Atmospheric, Carrier 4, Lumbering, Hive Mind, Self-Repair 2D6, Spore Shields 20/10, Unique

WEAPONRY RANGE ARC AD TRAITS
Massive Claws 0" F 8 Precise, Quad Damage, SAP
Feeder Tentacles 0" F 4 Precise, Triple Damage, SAP
Pyroacid Battery 15" F 8 DD, Precise, SAP
Bio-plasma Discharge 12" F 8 AP, DD
Pyroacid Battery 15" P 10 DD, Precise, SAP
Bio-plasma Discharge 12" P 10 AP, DD
Pyroacid Battery 15" S 10 DD, Precise, SAP
Bio-plasma Discharge 12" S 10 AP, DD
Pyroacid Battery 15" A 4 DD, Precise, SAP



Void Kraken of Talassar Tyranid Hive Ship
The Void Krakren lacks the massive claws of other Hiveships, but is armed with more powerful weapon batteries.

War
HULL: 6 SPEED: 4 TURNS: 1/45

DAMAGE: 140/40

CRAFT: 16 Limpet Worms, 20 Brood Torpedoes
TROOPS: 20

TRAITS: Anti-Fighter 8, Carrier 4, Lumbering, Hive Mind, Self-Repair 2D6, Spore Shields 20/10, Unique

WEAPONRY RANGE ARC AD TRAITS
Pyroacid Battery 15" F 14 DD, Precise, SAP
Bio-plasma Discharge 12" F 14 AP, DD
Pyroacid Battery 15" P 12 DD, Precise, SAP
Bio-plasma Discharge 12" P 12 AP, DD
Pyroacid Battery 15" S 12 DD, Precise, SAP
Bio-plasma Discharge 12" S 12 AP, DD
Pyroacid Battery 15" A 8 DD, Precise, SAP



Tyranid Leviathan Hive Ship
Hive Ships are monstrous leviathans. They contain both the HiveMind and the nightmare hordes of ravenous monsters seeking new prey.

War
HULL: 5 SPEED: 4 TURNS: 1/45

DAMAGE: 150/40

CRAFT: 16 Limpet Worms, 20 Brood Torpedoes
TROOPS: 20

TRAITS: Anti-Fighter 8, Atmospheric, Carrier 4, Lumbering, Hive Mind, Self-Repair 2D6, Spore Shields 20/10

WEAPONRY RANGE ARC AD TRAITS
Massive Claws 0" F 8 Precise, Quad Damage, SAP
Feeder Tentacles 0" F 4 Precise, Triple Damage, SAP
Pyroacid Battery 15" F 8 DD, Precise, SAP
Bio-plasma Discharge 12" F 8 AP, DD
Pyroacid Battery 15" P 10 DD, Precise, SAP
Bio-plasma Discharge 12" P 10 AP, DD
Pyroacid Battery 15" S 10 DD, Precise, SAP
Bio-plasma Discharge 12" S 10 AP, DD
Pyroacid Battery 15" A 4 DD, Precise, SAP




Tyranid Razorfiend Cruiser
These immature HiveShips and overgrown escorts are aggressive when stalking prey.

Battle
HULL: 5 SPEED: 6 TURNS: 1/45
CRAFT: 8 Limpet Worms,8 Brood Torpedoes TROOPS: 8

DAMAGE: 50/20

CRAFT: 0 TROOPS: 10

TRAITS: Anti-Fighter 4, Atmospheric, Carrier 4, Lumbering, Self-Repair 1D6, Spore Shields 10/5

WEAPONRY RANGE ARC AD TRAITS
Massive Claws 0" F 8 Precise, Quad Damage, SAP
Feeder Tentacles 0" F 4 Precise, Triple Damage, SAP
Pyroacid Battery 15" F 8 DD, Precise, SAP
Bio-plasma Discharge 12" F 8 AP, DD
Pyroacid Battery 15" P 10 DD, Precise, SAP
Bio-plasma Discharge 12" P 10 AP, DD
Pyroacid Battery 15" S 10 DD, Precise, SAP
Bio-plasma Discharge 12" S 10 AP, DD
Pyroacid Battery 15" A 4 DD, Precise, SAP



Tyranid Kraken Cruiser
Kraken are nasty, spacebourne beasts with an endless appetite.

SHIP NAME: ________________ POINT VALUE: Raid
HULL: 5 SPEED: 10 TURNS: 1/45
CRAFT: 0 TROOPS: 6

DAMAGE: 40/10
TRAITS: Agile, Dodge 4+, Self-Repair 2

WEAPONRY RANGE ARC AD TRAITS
Massive Claws 0" F 8 Precise, Quad Damage, SAP

then choose 1 additional weapon
Feeder Tentacles 0" F 4 Precise, Triple Damage, SAP
Pyroacid Battery 15" F 8 DD, Precise, SAP
Bio-plasma Discharge 12" F 8 AP, DD



Tyranid Vanguard-Scout Drone
Vanguard Drones range far ahead of the Hive Fleets, seeking suitable worlds upon which to feed. Vanguards are the only Tyranids which may be fielded without a Hive Ship.

Patrol
HULL: 4 SPEED: 12 TURNS: 1/45
CRAFT: 0 TROOPS: 8

DAMAGE: 15/5

TRAITS: Atmospheric, Self-Repair 1, Scout

Choose 1 weapon per Drone
Feeder Tentacles 0" F 2 Precise, Triple Damage, SAP
Pyroacid Battery 12" F 6 DD, Precise, SAP





Tyranid Escort Drone
These drones are the final line of defence for the Hive Fleet.
Patrol
HULL: 5 SPEED: 6 TURNS: 1/45
CRAFT: 0 TROOPS: 8

DAMAGE: 15/5
TRAITS: Atmospheric, Lumbering, Self-Repair 1

Chose 1 weapon only
Feeder Tentacles 0" F 4 Precise, Triple Damage, SAP
Pyroacid Battery 12" F 6 DD, Precise, SAP



Tyranid Limpet Worm
PATROL (4 Flights)
HULL: 4 SPEED: 12
TURNS: SM DOGFIGHTING: +1

TRAITS: Atmospheric, Dodge 4+, Fighter

WEAPONRY RANGE ARC AD TRAITS
Fangs 0" T 1 AP, Double Damage



Tyranid Brood Torpedo

Brood Torpedoes carry hordes of ravenous nightmare monsters which seek to wreck havoc on enemy ships.
PATROL (4 Flights)
HULL: 5 SPEED: 6
TURNS: SM DOGFIGHTING: +0

TRAITS: Atmospheric, Breaching Pod, Dodge 5+
 
Interesting read - look forward to hearing how it works :)

few thoughts from initial skim

I don't think most Tryanid ships of the void are atmospheric - they use mycetic spores, spore mines, gargoyles (and their big mother - forget what its called) and other winged organisms to enter the atmosphere.

Once the planet is ready to be absorbed the hive ships dock with the feeding towers at the edge of the increasingly diluted atmosphere?

Not sure how the Auxilary craft rule works as the ships have got limited craft - either give the Hive ships Fleet Carrier or allow them to produce D6 craft a turn unless crippled?

I'd actually give the Tryanids a lower Iniaitive bonus - they are usually reactive rather than proactive? maybe give the Hive Ship Command +1 or +2.

give more feedback when read through properly :)
 
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