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Into The Hive!
Into The Hive!
2 by Diablobrother
The explorers delve into the darkness to stop a gathering threat, lurking and waiting in the deep
shadows of the Blackstone Fortress, endangering the unknown treasures, the lifes of every living
soul on board and maybe of the fortress itself.
WARNING!
The difficulty of this campaign is adjusted to 4 experienced players with explorers between the
fourth and sixth expedition and in possession of medium to good resource cards. It is planned to
move the hostiles to the advantage of the players and play clearly cooperative. If you have a fifth
player as hostile player or rivalries between explorers and/or players, you should adjust the
difficulty, look at the Optional Rules section.
If you just want to play this campaign as stand-alone, you can use the Quick Start rules (see
Optional Rules section).
Disclaimer:
All rights of Warhammer 40k, Warhammer Quest, etc. belong to Games Workshop. The rules are
from me, from a fan for fans, just to have some more fun with our beloved boardgame ;)
Index
What do I need?....................................................................................................................................2
Background...........................................................................................................................................2
Starting the campaign...........................................................................................................................3
The base camp......................................................................................................................................3
New expedition.....................................................................................................................................5
Investigations...................................................................................................................................5
Ymgarl Factor.............................................................................................................................5
The Warriors Den........................................................................................................................5
Hard Impact.................................................................................................................................6
Devouring Chambers..................................................................................................................6
Floating Death.............................................................................................................................6
Crawling Shadow.............................................................................................................................6
“Into the Hive!” Special Rules.............................................................................................................7
Rippers.............................................................................................................................................7
Tyranid structures............................................................................................................................7
Optional rules.......................................................................................................................................7
Quick start........................................................................................................................................8
Not enough hostiles.........................................................................................................................8
Capitulation......................................................................................................................................8
The end!................................................................................................................................................8
What do I need?
First you need some time to read the rules ;)
Miniatures needed:
6 Rippers (individual on 15mm bases)
2 tyranid structures
8 Hormagaunts
8 Termagants
4 Genestealers
4 Tyranid Warriors
1 Broodlord
2 Tyranid Alpha Warrior
1 Venomtrophe
1 Mawloc
If you don’t have all of the miniatures or don’t want to proxy them, look at “Not enough hostiles” at
the Optional Rules section, it’s possible to play the game without the most of the miniatures!
Background
The tyranids, a nameless cluster of a defeated swarm fleet, were like the other countless threads
once swallowed by the Blackstone Fortress.
Without food sources and under permanent surveillance of the spindle drones the spores layed
dormant in the depth of the gigantic structure. But with the appearance of the Blackstone Fortress in
a remote sector of the Segmentum Pacificus, more and more explorers and even the servants of
chaos came to investigate.
Straying in the endless corridors in the search of ancient artefacts and unknown treasures more and
more biomass comes into the reach of the fast-growing hive.
Fuelled with the flesh of hundreds of living creatures the tyranids broke the grip of the drones and
began to conquer the Blackstone Fortress on its own. But rumours of the growing thread reached
the explorers waiting at the Precipice and some groups decided to annihilate the tyranids before the
hive swallows the precious artefacts they have their eyes on themselves!
Starting the campaign
The route into the hive:
The explorers can decide to delve into the hive when they mount an expedition. Roll the Blackstone
dice every time an exploration ends to find the route to a forsaken place that can be used as a base
camp.
Exploration 1: 20
Exploration 2: 17-20
Exploration 3: 14-20
Exploration 4: 11-20
Exploration 5: 8-20
Exploration 6: 4-20
Exploration 7: Automatically
Exploration 8: Automatically
If the explorers discard 4 clues and 2 archeotech after a successful roll they can go to the base camp.
Optional you can use the Quick Start Rules, see Optional Rules section.
Horror phase:
First draw a horror card and resolve the card. After that, roll the Blackstone dice on following table:
1-3 Raid: Resolve the steps on the raid card. After that every explorer that is not out of action draws
a discovery card. For every grievous wound the explorer starts their next exploration with a wound.
If all explorers are out of action, draw a new horror card and resolve it.
4-6 New threat: Draw a challenge card and resolve it. For every grievous wound the explorer starts
their next exploration with a wound.
7-17 Quiet and peaceful: Nothing happens...
18-19 Inspiration: The leader picks an explorer. That explorer starts the next exploration with one
inspiration point.
20 Lost treasure: The leader picks an explorer. That explorer draws a resource card.
Replenishing Phase:
Every explorer draws two resource cards from a stack of their choice if they have one or more
wounds and three resource cards if they have no wounds.
Then, in leader order, every explorer can buy as many resource cards as they drew.
Resource cards, stronghold artefacts and bio artefacts (but not discovery cards) can be traded at
every moment in the base camp.
New expedition
For every new expedition, first draw a hive card.
If it is an expedition, follow the rules for hive expeditions
hive expedition rules: Follow the normal rules for expeditions, but use the tyranid encounter cards
and the horror cards instead of the normal encounter cards and legacy cards
When you successfully resolved 3 investigations you can take your route to the core of the hive.
Resolve the “Crawling Shadow” or draw a hive card
Investigations
Ymgarl Factor
Bio-artefact: Chameleonic Skin Cloak
Hard Impact
Bio-artefact: Heavy Bonesword
Devouring Chambers
Bio-artefact: Hardened Carapace
Floating Death
Bio-artefact: Miasma Reservoir
Crawling Shadow
14-16: Inspiration
17-18: Ill be back
19: Mayor find
20: I hear something: Reveal the next room and place the stairs in it.
When the explorers enter the 3 entry points with Blackstone dice:
1-6 entry point 1
7-12 entry point 2
13-18 entry point 3
19-20 leaders choice
If you win the mission open the Hive Annihilation envelope and return to the Precipice.
If you fail the mission and there are horror cards left, you can mount another expedition.
If you fail the mission and there are no horror cards left open the Growing Horror envelope and
return to the Precipice.
Tyranid structures
One some special combat maps the explorers encounter tyranid structures. A tyranid structure
doesn’t count as a hostile and has a wound value of 2. Every time an explorer enters a field with or
takes an action on a field with a tyranid structure reduce the movement-value of 1 point for this
activation (to a minimum of 1) and take a D8 attack roll against that explorer.
Optional rules
Quick start
Capitulation
If the players decide to quit the campaign, just open the Growing Horror envelope and return to the
Precipice.
The end!
First, I would like to thank Games Workshops for creating the great game Warhammer Quest:
Blackstone Fortress (even if GW took my all my pocket money and now takes all my time and
creativity :P ).
If you have a problem (e.g. with the amount of miniatures) or a recommendation for new rules or
miniatures just send me an e-mail to j19h15@gmail.com or send a message to Diablobrother at
boardgamegeek.com.
Diablobrother
Hüllen:
Swan Panasia 77 x eins28
einhundertzehn x 250
56 x 87 (2x einhundert)
Zusatzmaterial:
Congratulations, you have annihilated the core of the growing hive. First discard all clue cards, then
every explorer draws a discovery card. In the next precipice phase roll 2 activation dice for every
explorer and take the amount as free trading points for this phase.
You failed totally and the tyranids spread further throughout the Blackstone Fortress. First, take the
broodlord, alpha warrior and venomtrophe encounter cards together with the mawloc encounter
card from this envelope and put them into your encounter card deck. Additionally, discard all
discovery cards in possession of the explorers, except the cards for the secret agendas.
bio-artefacts:
Hardened Carapace
Exhaust this card. Then your defence is W12 (or 2W12 if your defence value is already W12).
Heavy Bonesword
Exhaust this card to take a 2×1+ 2W12 range 1 weapon action. After possible re-rolls add 2 wounds
to the result.
Miasma Reservoir
Exhaust this card when a hostile in an adjacent hex attacks this explorer. Take a W8 attack roll
against that hostile before its attack action.
Resource cards:
Contract:
Hormagaunts
Termagants
Genestealers
Tyranid Warriors
Broodlord
Tyranid Alpha Warrior
Venomtrophe
Bugspray:
Kill every ripper in rage 1
Digestive enzyms:
Discard this card after an attack to re-roll an attack-roll at range 1. This re-roll is always possible.
White phosphor:
see Pius Vorne
Horror cards: