Professional Documents
Culture Documents
Fury of The Swarm v0.2
Fury of The Swarm v0.2
SWARM
Version 0.2
Welcome to Warhammer 40,000’s answer to horde mode. It’s extremely WIP, which is why
you’re reading it in a Google Doc. 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.
In Fury of the Swarm you take on the role of the defence forces of a planet haplessly
caught in the path of a Tyranid splinter fleet. The missions can be played in isolation if
desired. Perhaps more importantly, they are designed to work as part of a campaign that
charts the progress of the invasion, ultimately allowing you to save your planet, or perhaps
to try and escape when it all goes terribly wrong.
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!
Each player's army is treated as a fully independent army that shares a turn sequence. This means:
● Rules which affect friendly units in the same faction (e.g. Phobos Incursors providing a bonus to
the wound roll for friendly ADEPTUS ASTARTES units) will only affect units in that Player's force, not
any other Player forces.
● Each Player generates one Command Point during the Command phase, and each Player can only
make use of their own pool of Command Points.
● Unless the mission specifies otherwise, each player may place 25% of their points in Strategic
Reserve, but cannot give their own allowance to their teammate.
● You only move on to the next phase of the Player turn once all Players have finished acting in the
current phase.
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 may 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, excluding any SYNAPSE units with the Deep Strike ability. For guidance on Deep
Striking units, see below. 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).
If you do not have enough SYNAPSE units to lead the number of clusters required, then for the clusters you
don’t have a leader for, use the most expensive available non-SYNAPSE units.
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. If no particular themes emerge, or if you’re not very familiar
with the Tyranid army, then don’t worry about it!
Scouting Tyranids
By default, units with the Scouts X" ability must be deployed at the edge of their Synapse Cluster as close
as possible to their Preferred Prey, and will execute a Scout Move as normal, heading straight for their
Preferred Prey.
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 if there’s a clearly more optimal prey available to them.
Don’t worry too much though; if it’s ever ambiguous or unclear what the Tyranids would do, just fall back on
the standard guidance above.
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 24”, 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, charge 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.
CAMPAIGNS
The concept of this co-op/solo way to play Warhammer 40K is that each mission will slot into one of the
three phases of a Tyranid invasion. As of version 0.2 there is one mission for each campaign phase. As I
work towards Version 1.0, more missions will be added. There’s a bunch of mission concepts already stored
for development, but feel free to share your own ideas with me!
If you lose the majority of missions during Sporefall, this will trigger additional advantages for the Tyranids
during the Fulcrum.
Sporefall missions:
● Big Guns Musn’t Tire
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.
Fulcrum missions:
● Retake and hold (note: this is the most generic and thematically flexible mission in FotS)
If you won the majority of the Fulcrum missions you played, then proceed to Extermination missions.
Otherwise, proceed to Evacuation missions.
Extermination missions
You held out against the swarm, somehow thwarting its assault on the planet. Before other splinter fleets
can be drawn to the psychic spoor of the remaining Tyranids, you must destroy them all. If you win the
majority of the missions you play during this campaign phase, your planet is safe for now. Should you fail,
then while the planet is largely yours, you are sure to face further invasions in the near future…
● Let None Escape
Evacuation missions
The defences are shattered, and the planet is doomed. All the remaining defenders can do is look to their
own survival, or deliver one last defiant blow to the Tyranids. There is no longer a chance of victory, but
these missions give you a chance to harm the swarm, perhaps giving their next prey world a better chance.
Perhaps your characters will even find a way to escape their deaths even as this world burns.
● The Last Shuttle
MISSIONS
Missions are split into four types: Sporefall, Fulcrum, Extermination and Evactuation. Refer to the
Campaigns section for more information on the different phases of a Tyranid invasion.
Thematically, the more Tyranids with deep strike, scouts, or infiltrate the better, but regular ground forces
are fine too - they’ll just have to run at the objective on foot/claw/hoof. Thematically, you’ll want to avoid
ripper swarms as they’re not usually spawned until later in an invasion.
2: MISSION OBJECTIVES
There is only one objective in this scenario: a fortification in the centre of the table. It can be any size,
according to whatever suitable terrain you have available, but it should be at least somewhat visible from
the short board edges. It has a Toughness of 9, no Save, and a number of wounds equal to the Players’
combined points total divided by 20 (so if the players have a 1,000 point army, the objective will have 50
wounds). If it is destroyed, the Players lose.
Finally, place the rest of the terrain. This is meant to be a secure, defensible position, so feel free to add
perimeter fences and other fortifications around the middle, while leaving the edges of the table as an
empty killing ground.
4: DETERMINE ATTACKER
The Tyranids are the Attackers in this mission.
6: DEPLOY ARMIES
First, the Players’ army is deployed in its entirety. Next, any Tyranid INFILTRATORS units are deployed as
close to their Preferred Prey as possible. The rest of the Tyranid army is not deployed; see Step 9 for more
information.
One at a time in descending points cost, roll a D6 for each Tyranid unit that is not on the table and is not
arriving via deep strike to determine which spawn point it arrives from. That unit moves on from the table
edge at that spawn point, and will act as normal, performing either normal moves, advances, shooting and
charging as determined by the usual in-game behaviours. If they cannot be placed on the table due to
models or scenery, place them as close as possible to the spawn point, outside of engagement range.
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, but it’s suggested the Player forces have a
combined total of at least 1000 points. 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.
Your forces have chased a swarm of the creatures into a high-sided canyon, and are herding them into a
trap. Once they see your allied force coming from the other direction, they will try to fight clear. Do not let
them; it is unknown if even a single creature might deposit spores capable of starting a new infestation
given enough time.
1: MUSTER ARMIES
The Players’ forces can be of any size in this mission, although at least a thousand points is recommended.
The Tyranid forces will have the same points value as you. It should not have any units with the FLY
keyword, since those will already have fled.
2: MISSION OBJECTIVES
You must destroy all Tyranid units, and prevent any single Tyranid breaking through your lines and escaping
the battlefield. See the alterations to deployment and also the survival imperative rules in Step 9.
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.
Then, roll a dice to determine which of the short battlefield edges the Tyranids will attempt to escape from.
Once this has been done, each Tyranid deployment zone is randomly assigned a Synapse Cluster. Deploy the
Tyranids facing the short edge they’re going for to make it clear which direction they’re heading in.
Finally, the Players deploy their INFILTRATORS. Remember, Tyranids cannot use INFILTRATE or DEEP STRIKE
in this mission.
Survival Imperative
In this mission, the Tyranids are trying to escape above all other concerns. They will move as quickly as
possible towards their chosen short battlefield edge (hereafter referred to as their escape route). As soon
as a Tyranid model’s base is touching the designated battlefield edge, or its unit is wholly within 3” of it,
that unit is removed and is considered to have escaped.
1: MUSTER ARMIES
At most, the Players’ army should have a combined value of 1000 points for this scenario. There is no
minimum points value. Produce an army of Tyranids worth the same number of points (suspiciously
generous, no?). If possible, the Tyranids should have no units that cost over 190 points.
2: MISSION OBJECTIVES
The Players must achieve all of the objectives described below:
If the refueling drone is within 3" of the shuttle during the Players’ Command phase, it will begin fuelling.
This will be complete in the Players' subsequent Command phase.
Including the turn in which the Player model is removed from play, the shuttle will be prepped for takeoff
after two Player turns. However, it won't be able to escape orbit until it's been refueled.
Objective: Takeoff
Once the shuttle is fuelled and prepped for takeoff, it can blast off at the end of any of the Players'
movement phases. Player units can embark on the shuttle once within 3” of it; if any vehicle units do so,
leave the vehicles in place as terrain (hill).
For the Imperium, the fuel drone will likely be some sort of servo-hauler pulling a big ol’ tank, but the
specifics don’t matter so long as you know where you’re going and what each objective marker represents.
It’s entirely up to you if you want to just plonk down a small box to count as the shuttle, or whether you
wanted an excuse to build all sorts of cool terrain and/or a particular mini that could serve as the shuttle.
4: DETERMINE ATTACKER
You are the Attacker in this scenario; the Tyranids are the Defender.
Once you have resolved this, you can declare battle formations. In the order stated below, you decide:
● Which of your Leader units will start the battle attached (you must specify which Leader unit is
attached to which Bodyguard unit).
● Which of your units will start the battle embarked within Transport models (you must specify
which units are embarked within which models).
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.
Changelog
16/07/2023 [v0.1 hotfix]
● Assault organism objective approach range reduced from 36” to 24”.
● Fulcrum Mission: Retake and Hold victory condition reduced from 12 victory points to 11.
17/07/2023 [v0.1 hotfix]
● Scouts, Aircraft, and Deep Striking SYNAPSE creatures clarified.
● Added guidance on forming and using a co-op player army.
28/07/2023 [v0.2 release]
● Document sections reordered.
● Campaign section expanded with more advice. Mini campaigns now (mostly) playable; I couldn’t
quite get the time to refine and test the mission Extermination: Burn the Nest.
● Two new missions added.
○ Sporefall: Big Guns Shouldn’t Tire
○ Evacuation: The Last Shuttle
31/07/2023 [v0.2 hotfix]
● Clarified phrasing in Mass Spore Drop rule in Sporefall mission: Big Guns Mustn’t Tire.
01/08/2023 [v0.2 update]
● New mission added. Mini-campaigns are now fully playable, since there’s one mission for each
campaign phase.
○ Extermination: Let None Escape
11/08/2023 [v0.2 hotfix]
● Clarified pre-game wounds taken in The Last Shuttle cannot be regained during play.
● Added clarifications around units with the Leader ability (under Synapse Clusters and There’s
Always More).