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Into the Hive! - Fan expansion for Warhammer Quest: Blackstone Fortress no.

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.

Winning “Into the hive!”:


Resolve the “Crawling Shadow” mission. If you run out of horror cards start the Crawling Shadow
mission as your next expedition.

The base camp


After ending an exploration the explorers return to the base camp.
In the base camp, the explorers resolve the following steps:
1. Horror Phase
2. Replenishing Phase

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

If it is an investigation, resolve the investigation as mentioned on the related investigation page.

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

5 investigations and 5 bio-artefacts

Investigations
Ymgarl Factor
Bio-artefact: Chameleonic Skin Cloak

The Warriors Den


Bio-artefact: Whip of the Alpha

Hard Impact
Bio-artefact: Heavy Bonesword

Devouring Chambers
Bio-artefact: Hardened Carapace

Floating Death
Bio-artefact: Miasma Reservoir

Crawling Shadow

Way: 3 random cards hive expedition rules


First corridor with 6 portals
Special Rules:
if adjacent to portal: W20 roll for room, W20 roll for hostiles, W20 roll for stairs
Room:
Hostiles:
1 Broodlord + 2 Genestealer
2 Alpha + Warrior
3 -6 Venomtrophe + 2 Genestealer
7-10 3 Warriors
11-15 Warrior + 2 Genestealers
16-18 Venomtrophe
19-20 3 Genestealers
Stairs:
Room 1: no roll
Room 2: 18-20
Room 3: 15-20
Room 4: 12-20
Room 5: 9-20
Room 6: Stairs!
reinforcement roll /4
Event-table:

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.

Mawloc Move: Special Wounds: 20 Size: Gigantic


Maw: Range Special, 2W12 to every explorer, push explorers away, if dead double grievous wound
count
Claws: Range 1, 2W8, reduce defence dice
Tongue: Range 2-3, W8, move explorer one hex closer, if not possible stunned
Tail swipe: Range 1, 3 adjacent hexes with as many explorers as possible, W12, stunned on
grievous wound
mawloc cant be stunned, adjacent: l back off 2-l5 claw l6-l9 tail 20 assault range 2-3: l back off 2-
l8 tongue l9-20 assault other: l-l6 back off l7-20 assault

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.

“Into the Hive!” Special Rules


Rippers
Rippers aren’t hostiles in term of rules. Instead they are activated after all other explorers and
hostiles have been activated. They always move towards the closest explorer with a speed of 2.
Rippers don’t need space on a hex and can enter any not obstructed hex. Rippers can be killed with
a single weapon action without rolling an attack dice. If an explorer is activated roll 1 W8 attack
roll against that explorer for every ripper in the same field.

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

Not enough hostiles


If you don’t have some of miniatures that is not a problem! If you have not enough miniatures of
one type or not with the same armament you have different possibilities:
1. Proxy them! Just use other miniatures and remember which represents which!
2. Just play the game with less miniatures and treat them as if there are not enough to reinforce the
group, it will be a lot easier!
3. If you don’t have a type of miniature at all, just remove all encounter cards of this type and look
and look at the following rules:
No rippers: No problem, just ignore the rippers special rule.
No tyranid structures: No problem, just ignore the tyranid structures special rule.
No termagants or hormagaunts: No problem, just use the traitor guardsmen and spindle drones
encounter cards instead and remove the termagants and hormagaunts encounter cards.
No rippers, termagants and hormagaunts: OK, this is a problem. Remove the Devouring Chambers
investigation card.
No genestealers: No problem, use the Ur-Ghouls encounter cards instead. Remove the genestealer
encounter cards.
No tyranid warriors/alpha warriors: Well, this might be a problem. Use the chaosbeastmen
encounter cards instead. Remove the New hostile Tyranid Warrior horror card, the tyranid warriors
encounter cards and the Warriors Den investigation card.
No broodlord: Well, this might be a problem. Use the negavolt cultist encounter cards instead.
Remove the New hostile Broodlord horror card, the Broodlord encounter cards and the Ymgarl
Factor investigation card.
No venomtrophe: Well, this might be a problem. Remove the venomtrophe encounter cards, the
New hostile Venomtrophe horror card and the Floating Death investigation card.
No mawloc: OK, if you can’t proxy this you might have a problem (maybe just use “the coffee cup
of death” instead?). Additionally, if you don’t have the broodlord, the warrior alphas and/or the
tyranid warriors, you can’t play this campaign, but why would you want to play a tyranid campaign
without big bad tyranids?
Please remember that you need at least 3 investigations to finish this campaign!

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.

Thanks for reading!

Diablobrother

Broodlord Klauen Panzerbrechend?

Hüllen:
Swan Panasia 77 x eins28
einhundertzehn x 250
56 x 87 (2x einhundert)

Zusatzmaterial:

Hive Annihilation envelope:

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.

Growing Horror envelope:

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).

Chameleonic Skin Cloak


Use this card to take a 2+ move action. You don’t have to halt if you move into an adjacent hex to a
hostile. If you end your movement in cover from all visible hostiles, place the chameleon marker
beside you. As long as the chameleon marker is beside you you are invisible to hostiles. Remove the
chameleon marker after taking an action.

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.

Whip of the Alpha


Exhaust this card to take a 2+ W8 range 2-3 weapon action. When the hostile suffers a wound or
grievous wound move it one hex towards the explorer if possible. When it can’t enter a hex that is
occupied by a larger hostile it is stunned.

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

New discovery cards:

Artefact: Spindle drone control console


Use this card. For this turn all spindle drones will ignore the explorers and threat every hostile other
than a spindle as an explorer instead. You can’t use this card until the next expedition.

Artefact: Phase orb


Use this card. For this turn you always have cover which can’t be ignored. You can’t use this card
until the next expedition.

Horror cards:

New hostile Venomtrophe


New hostile Warriors
New hostile Alpha
New hostile Broodlord
Running for your lifes:
The explorers are stuck in a small tunnel when suddenly a gigantic shadow filling all of the space
emerges far behind. With the light at the end of the tunnel in sight, the explorers start to run leaving
everything that hinders them behind.
Roll the Blackstone dice for every explorer.
1 You stumble, fall and just leave your equipment to rescue your live. Discard 2 resource cards and
every archeotech and clue card you have.
2-5 Discard every discovery card you acquired during the last expedition. If you have non, discard a
resource card.
6-15 Discard one resource card if you have one.
16-19 Discard one discovery card if you have one.
20 You’re fast enough. Nothing happens.
Out of time:
Anklebiters everywhere!
Rippers reinforce with up to 4 models per turn.

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