Swarms!!!: Warhammer 40000 Game Mode For Tyranids
Swarms!!!: Warhammer 40000 Game Mode For Tyranids
Swarms!!!: Warhammer 40000 Game Mode For Tyranids
The defending player has fallen back to a staging post or defensive position, pursued by a large force of Tyranids who are intent on over running the planet. They must survive for as long as possible, until reinforcements arrive. Deployment and board set up: This game is ideally played on a 6*4 foot board. The defending player sets up the board with as much or as little terrain as they so desire. They may also place two of the following stratagems anywhere on the board: Power generators: Place four markers on the board no more than 6 inches away from each other. Every friendly model may re-roll failed wounds when shooting while within 6 inches of any of the markers. They can be destroyed by any glancing or penetrating hit counting as a vehicle with armour 10. Minefield: place 3 pieces of area terrain 3 inches by 9 inches. It counts as open ground, but any model moving into, through or out of it must take a dangerous terrain test. If a model rolls a one, it takes a wound with no armour saves allowed as normal. In addition, if the model fails the test, place the small blast template over the model. Any model touched even partially takes a strength 4 Ap - hit. Void shield: Some strongholds have powerful shield generators that protect from ranged attacks, as well as making it difficult for the attacker to launch an assault. Place a marker that is the void shield generator. It begins the game with 2 structure points and loses a structure point for every glancing or penetrating hit it suffers. It counts as armour 11. It also begins the game with three shield points. Any enemy model that is further away than 12 inches that shoots at a model that is within 12 inches of the void shield generator instead resolves the wound roll as an armour penetration roll against armour 12. If the armour suffers a glancing or penetrating hit, the void shield generator loses a shield point. If it does not, nothing happens. At the end of every wave, roll a dice for each shield point lost. Add one shield point to the generator for every six rolled. If the generator loses all its shield points then this the shield effect is lost, and models within twelve inches are shot at as normal. Additionally, any model that begins its move more than twelve inches away from the generator who is attempting to assault a model within 12 inches of the generator must roll one dice for the distance that it can assault and will strike last regardless of initiative value and grenades. Medic station: Place a marker anywhere on the board which will act as a medical station. At the end of each wave one 'dead' model (who died in that wave) can be brought back on the roll of a 2+ to the board and placed within 6 inches of the medic station. If the model revived was a multi wound model he is revived with one wound remaining. A medic station has armour 11 and can be destroyed by any glancing or penetrating hit. The defender then deploys 500 points of models to the board anywhere they like. The defender then chooses one of the short board edges for the Tyranid player to deploy from. A teleport homer marker is then placed in the direct centre of the board. The Tyranid player has, effectively, infinite models. At the beginning of the first turn, one hundred points of Tyranid models come in from the Tyranid board edge. The Game is now played as a regular Warhammer 40000 game, with the exception that all models count as independent characters for the rest of the game as described in the battle missions kill team scenario. Objectives: The attacker (Tyranids) must attempt to kill all enemy models. The defender must survive for as long as possible. If, at any time there are no defenders models on the board, the Tyranid player wins.
Special rules: Waves: if all Tyranids are destroyed, the defender gets one full turn to move his units and the wave number is increased by one. Then the Tyranid player then makes another force with the amount of points they had last turn +100. However, the Tyranid player does not have full access to his codex. In the first wave the Tyranid player may only use Termagants. This list shows the wave number corresponding to the unit that is unlocked. 1 - Termagants 2 - Ripper Swarms 3 - Hormagaunts 4 - Genestealers and Gargoyles 5 - Tyranid Warriors and Shrikes 6 Carnifex, Lictors, and Sky Slashers 7 - Trygon (And Prime) and Mycetic Spore 8+ - One unit of owners choice (Except HQ choices, and no special characters. Before wave 7, no units may enter play by deep strike. They must enter the board as normal. After the end of wave 6, any model may enter play from the long side edges. Units may be kept in reserve and may deep strike or exit from a Trygons hole. Synapse: Driven forward by the need to conquer new worlds, the hive mind extends its reach to push its minions on to victory. All Tyranid units count as being within Synapse range in this mission. Sentry Guns: In defending points of great need, sentry Guns are often used to hold back intruders. At the beginning of the game, the defender can place sentry Guns anywhere on the board for 30 points plus the cost of the weapon. They have the following profile: Bs 2 Arm. 10
They are disabled by any glancing hit, or destroyed by a penetrating hit. A disabled turret counts as a wreck for all purposes. They have a weapon chosen from the following list. Twin-Linked Rocket Launcher +30 points Range S AP Type Frag 48 4 Heavy 1 ,Blast, Twin-Linked Krak 48 8 3 Heavy 1, Twin-Linked Flame storm Cannon +15 points Range S AP Type Cannon Template* 5 4 Heavy 1 *Place the narrow end of the Flamer template so the narrow end is within 12 inches of the turret. Twin-Linked Heavy Bolter +5 points Range S AP Type Bolter 36 5 4 Heavy 3, Twin-Linked.
Type Heavy 1
*Instead of firing normally, draw a 24 inch line from the gun in any direction. Any model touches by the line takes a S6 AP 2 hit as shown in the profile. The line is considered to be very small, about 1mm wide.
Repairs: If a sentry gun is disabled, or a shield generator has taken a structure point of damage, a single model that is in base contact can re-activate the turret or repair the structure point by rolling a dice instead of firing or running. If that dice is a six, the turret or structure point is repaired. Power Controlled: Sentry guns are well linked into the system and use the power generators to fire. If sentry guns are within range to benefit from the power generator, they may re-roll wounds as normal but also gain +2 ballistic skill. Reinforcements: Every 3 waves, the defender may roll on the table below to see what reinforcements they have access too. 1 Troops have been called in and are making a headway to help the defenders. The defender gets 200 points of troops from their codex they are deployed within 3 inches of the teleporter. Models can be deployed in a transport. 2 A small orbiting ship targets the Tyranids and drops in weapons. The defender gets One Orbital Bombardment and 3 sentry gun sets. The sentry guns may have any weapon. The orbital Bombardment has the following profile and may be used in any of the defenders shooting phases. Range Infinite S 10 AP Type 1 Heavy 1, Large Blast, Always scatters
Sentry guns are set up by an engineer. 3 An elite force is sent to help the defenders. The defender gets 250 points of elites from their codex they are deployed within three inches of the teleporter. Models can be deployed in a transport. 4 - A commander is sent to the battlefield. The defender gets a single HQ choice, up to 175 points, and either three sentry gun sets or a stratagem (defenders choice). The commander is entered from the teleporter and may not have transport. Sentry guns or the stratagem are set up by an engineer. 5 - A heavy weapons and armour drop. The defender gets 300 points of heavy support. They enter reserve and enter play by deep strike. Roll for reserves, counting the first turn of the wave as turn 1. If they do not come in by the end of the wave they are destroyed. They suffer mishaps as normal. 6 An orbiting frigate bombards the Tyranids on the ground and drops shop troops to aid the defenders. The defender receives 3 orbital bombardments. The defending player also gets 250 points of elites. They enter reserve and enter play by deep strike. Roll for reserves, counting the first turn of the wave as turn 1. If they do not come in by the end of the wave they are destroyed. They suffer mishaps as normal.
Special units: Whenever the defender purchases units, he may designate a model a specific role. There is no limit to how many models can be given certain rolls, but only one model may have only one roll. The following roles are available for the given points cost. Combat medic +30 points A single model that is killed within 12 inches of the medic can be revived at the end of the wave on the roll of a 3+. If the model had multiple wounds I revived, it is revived with one wound remaining. In addition, at the end of each wave, before reviving, any multi wound models within 12 inches of the medic can attempt to recover lost wounds. For each wound lost, roll a dice. If the dice is a 6, the wound is recovered. Note that medics themselves cannot be multi wound models, and that they cannot revive themselves; although medics or medical stations can revive other medics. Engineer - +30 points An engineer that attempts to fix a stratagem or sentry gun does so on the roll of a 4+ rather than a six. In addition, an engineer who spends three game turns without shooting, moving or participating in an assault, who is in contact with a piece of terrain may fortify it. Any enemy model shooting at models within a fortified terrain piece instead resolves its attacks against armour 10. If a glancing hit or penetrating hit is scored the fortification is lost. Any model assaulting another model in a fortified building strikes last and ignores bonuses for grenades, etc. Models automatically hit the building and resolve their attacks against the armour instead of the model they are assaulting. Defending models attack as normal. If one model destroys the armour of the building it counts as destroyed for the rest of the phase and other models may make their attacks against models within, however, they still strike last. If a terrain piece is fortified for a second time, increase the armour by +1, and again every time the piece is successfully reinforced. If you have stratagems or sentry guns sets that have become available because of the reinforcements rule, the engineer can build them. Every turn, at the end of the movement phase, the engineer can set up a gun or stratagem within 3 inches of them as long as he does not do anything else for the rest of that turn. The gun can then shoot, or the stratagem takes effect immediately. Note that if an engineer sets up a stratagem with multiple parts (three minefields, four power generators etc.) then he can only deploy one of these per turn. If the stratagem or guns are not deployed by the end of the wave, that is fine, you can begin deploying them next wave. Note that you do not have to deploy a gun or stratagem; you can save them for later. Specialist - +5 points A model gains one of the following special rules. Preferred Enemy Tyranids Preferred Target Tyranids - may re-roll shooting hits when firing at Tyranids. Stealth Move Through Cover Counter Attack Furious Charge