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Fury of The Swarm v0.1
Fury of The Swarm v0.1
SWARM
Version 0.1
Welcome to Warhammer 40,000’s answer to horde mode. It’s extremely WIP. If you have
feedback or questions, you head to the feedback form, email contact@goonhammer.com or
reach out to me (Charlie) on Instagram. If you’re a Goonhammer patron, you can also @
Charlie B on the Discord server.
Obviously these rules are purely here to facilitate fun, and like any wargame rules are ultimately a set of
guidelines you can choose to use or alter. If you think it would be more fun to play a FotS campaign whilst
tracking Tyrannic War Crusade upgrades, then I have neither the power nor the inclination to stop you!
Designer’s note: this probably shouldn’t be your first rodeo
These test rules assume a fair degree of familiarity with Warhammer 40,000. As the rules are refined, I’ll
endeavour to make it more beginner friendly. A copy of the Core Rules and the relevant army rules will be
needed.
If you lose the majority of missions during Sporefall, this will trigger additional advantages for the Tyranids
during the Fulcrum.
If you lose the majority of missions during the Fulcrum, then in Phase 3 you can only play missions from the
Evacuation category. If you win, however, you unlock missions from the Extermination category as you go on
the offensive.
Depending on the outcome of the Fulcrum, these missions will either contain epic last stands or bug hunt
scenarios.
Universal Hive rules
By default, the rules in this section are always in effect regardless of which mission you’re playing. They
define some common terms and behavioural protocols.
To make totting up the swarm’s points easier, you can use this Google Sheet. As an example, here is a
swarm worth about a thousand points:
Above: A small but balanced Hive Fleet Kraken Swarm containing three monsters (Hive Tyrant, Carnifex, Tyrannofex), three elite
infantry units (Tyranid Warriors, Hive Guard, Biovore) and four broods of light infantry (3x termagants and some hormagaunts).
Additionally, this force contains a mixture of melee and ranged threats.
Detachments, Enhancements and Stratagems
The Tyranids in Fury of the Swarm do not use the rules for detachments or enhancements, nor do they use
Stratagems unless otherwise specified.
Synapse Clusters
When setting up a mission, it will instruct you to divide the Tyranid army into a number of Synapse Clusters.
These are groups of units clumped around a unit with the SYNAPSE keyword. If a Hive Tyrant is present, it
should form the first Cluster. After that, work your way down the remaining SYNAPSE units order of
descending points cost. Once you have a SYNAPSE unit for each Cluster, divide the Tyranid units - including
any surplus SYNAPSE units - between the Clusters as evenly as possible (in points terms).
Theming Clusters
Certain units are natural broodfellows, and others aren’t. If you’ve got both Termagants and a Tervigon, then
clearly they belong in the same Synapse Cluster. Likewise, Gargoyles make natural escorts for other flying
creatures. If no particular themes emerge, or if you’re not very familiar with the Tyranid army, then don’t
worry about it!
IN-GAME BEHAVIOURS
Preferred Prey
The rules below refer to a Tyranid unit’s Preferred Prey.
● The Preferred Prey of Tyranid weapons with a Strength of 8 or less is any non-VEHICLE or
non-MONSTER unit.
● The Preferred Prey of Tyranid weapons with a Strength of 9 or more is any VEHICLE or MONSTER
unit.
● Any weapon with the ANTI-X keyword will always count the appropriate unit type as its Preferred
Prey..
● For Tyranids with split attack profiles (e.g. Zoanthropes’ ranged attacks), compare the closest
Preferred Prey of each profile, then target the most expensive Player unit from those options.
○ e.g. a Zoanthrope brood is close to a unit of Intercessors and a Repulsor. Since the
Repulsor is the most expensive unit, the Zoanthropes will use focused witchfire rather
than regular witchfire, and will target the Repulsor.
● Tyranid units will not charge or attack any unit which they can only wound on a 6+ unless they are
in melee with it and have no other targets. They will attempt to fall back from such units in their
Movement phase.
A note to experienced players: this ready reckoner based on the Strength value will inevitably return
imperfect outcomes. Experienced players will no doubt be familiar with the way in which weapons in
Warhammer 40,000 are generally fairly clearly optimised to engage either light infantry, heavy infantry, light
vehicles/monsters or heavy vehicles/monsters. If you understand a weapon’s intended purpose, you should
usually overrule Preferred Prey’s default setting in favour of a more appropriate outcome.
At the end of the Tyranid Movement phase, roll a dice for each unit now in strategic reserve and place them
wholly within 6” of the correspondingly numbered spawn point, as denoted on the Mission map.
Units should be placed as close to their Preferred Prey as possible. Furthermore if there are other units or
pieces of terrain in the way, just place the unit as close to the spawn point as possible while remaining at
least 1” away from the Players’ units.
Additionally, roll a D6 for each ENDLESS MULTITUDE unit currently in play. On a 4+, up to D3+3 destroyed
models are returned to each of these units. Place the new arrivals at the back of the unit, i.e. on the far side
of the nearest Player unit.
Surplus Biomass
When playing a mission with the surplus biomass rule, destroyed units gain a +1 bonus to respawn (i.e.
5+/3+).
Assault Organisms
Most Tyranid creatures are designed to assault enemy positions, and by default follow these guidelines:
● At the start of the Movement phase of the Tyranid turn, you always start by moving the Tyranid
units closest to Player units, and work your way backwards through the Tyranid force.
● A Tyranid will always move towards their closest Preferred Prey (see above). If there is no Preferred
Prey within 36”, or no Preferred Prey for whom the unit can get range and Line of Sight, they will
instead Advance towards the closest objective currently controlled by the players.
● They will only advance if doing so won’t prevent them shooting or getting a <10” charge on a
target.
● Tyranid units will always shoot and charge their closest Preferred Prey. Units should be chosen to
shoot and fight in descending points value. If multiple units cost the same points, making it hard to
decide, roll a D6 for each of these units, with the highest rolling units being resolved first.
Designer’s commentary: why aren’t the Tyranids going for the objectives?
By default, the swarm wants to eat you. But in certain missions, their behaviour will be modified as the Hive
Mind pursues more specific goals, attacking weak points in defence lines or perhaps hunting vital personnel
it’s identified as a threat.
In the Melee phase, hits are instead assigned to the farthest models, thus preserving engagement range as
long as possible.
If you have an extensive terrain collection you could easily switch up the theme of this mission from game
to game. It could be about defending a major population centre, evacuating non-combatants from the
objective points, or just as easily it could be about holding an agri-complex full of grain silos that you really
don’t want the Tyranids eating. Maybe it’s a crucial supply cache. The possibilities aren’t endless, but
they’re substantial.
1: MUSTER ARMIES
You may deploy any size of army you like for this scenario. The Tyranids will have a 25% points advantage
over you, and should ideally be an all-rounder force with at least two SYNAPSE units and at least one
ENDLESS MULTITUDE unit. If not, just do your best with what you’ve got!
2: MISSION OBJECTIVES
Starting from the second battle round, at the end of your turn, you gain 1 Victory Point (VP) for each
objective marker you control. Details of how to control objective markers can be found on page 58 of the
Warhammer 40,000 rules.
Now to throw down some scenery. If possible, place a large terrain feature on or adjacent to each of the
objective markers (these represent the key strategic features you are trying to hold). If possible, there
should be some taller terrain features in the centre of the table.
If you need to move the Tyranid deployment zones to adjust for a satisfying terrain layout then go for it, just
keep the Second Most Important Rule in mind when you do so.
4: DETERMINE ATTACKER
You are the Attacker in this scenario; the Tyranids are the Defender.
6: DEPLOY ARMIES
First, the Players’ army is deployed, excepting any INFILTRATORS. Each Tyranid deployment zone is then
randomly assigned a Synapse Cluster. Next, the Players deploy their INFILTRATORS. Finally, any Tyranid
INFILTRATORS units are deployed as close to their Preferred Prey as possible.