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This is an unofficial homebrew. Use with care.

Wiping out a Tyranid invasion is nearly impossible. Even with every hive ship brought low, every
major warrior-beast struck down, and the progress of the attack halted in its tracks, the smaller
beasts can easily slip into the and be a constant threat, able to rebuild and start the invasion again
if not kept in check.

ARCHETYPE: INFILTRATE

WILDERNESS SWARM
Below you will find a list of the operatives that make up a WILDERNESS SWARM kill team, including,
where relevant, any wargear those operatives must be equipped with.

OPERATIVES
A WILDERNESS SWARM kill team consists of 16 operatives selected as follows:

- 1 GAUNT PACK LEADER operative equipped with one of the following options:
- Reaping Talons
- Claws and Devourer

- 15 operatives selected from the following list:


- HORMAGAUNT
- TERMAGANT operative equipped with Claws and one of the following:
- Fleshborer
- Spinefists
- Devourer (a TERMAGANT with a Devourer counts as two selections)

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Table of Contents
WILDERNESS SWARM KILL TEAM 2
NEW ABILITIES AND SPECIAL RULES 3
Table of Contents 3
WILDERNESS SWARM PLOYS 5
UNFORGIVEN HUNTERS OPERATIVES 6
EQUIPMENT 11
TAC OPS 12
WILDERNESS SWARM SPEC OPS RULES 13

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WILDERNESS SWARM PLOYS
Strategic Ploys Tactical Ploys

Stalk 1CP Unseen Hunter 1CP

One friendly Wilderness Swarm operative Use this Tactical Ploy at the start or end of any
that has a Conceal order and is more than 3” activation. Select one friendly Wilderness
from enemy operatives can perform a free Swarm operative that has not performed a
Normal Move action. shooting attack during this Turning Point, you
can change its order.

Lurk 1CP Aggressive Biostrain 1CP

Until the end of the Turning Point, each time a Use this Tactical Ploy after making a shooting
shooting attack is made against a friendly attack with a friendly Wilderness Swarm
Wilderness Swarm operative, in the Roll operative in which the target did not lose any
Defence Dice step of that shooting attack, wounds. Repeat that shooting attack.
before rolling your defence dice, if it is in
Cover and either has a Conceal order or is Alpha Strain 1CP
ready, one additional die can be retained as a
successful normal save as a result of Cover. Use this Tactical Ploy when a friendly
Wilderness Swarm Pack Leader operative is
Feed 1CP activated. Add 1 to the activated operative’s
APL.
Until the end of the Turning Point, each time a
friendly Wilderness Swarm operative fights
in combat, the first time you strike with a
critical hit in that combat, inflict one additional
damage.

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UNFORGIVEN HUNTERS OPERATIVES

GAUNT PACK LEADER M APL GA

In the absence of larger bioforms, some gaunts may 6” 2 1


emerge as leaders of their pack. They grow larger and
more intelligent, and even have a limited ability to DF SV W
control their pack in the same manner as synapse
creatures. 3 6+ 8

NAME A BS/WS D SR !

Devourer 5 3+ 3/4 Ceaseless -

Claws 3 3+ 2/3 - -

Reaping Talons 5 3+ 4/5 Relentless, Lethal 5+ Reap 1

ABILITIES UNIQUE ACTIONS

Pack Leader: Each time this operative is activated, you can -


select one ready friendly Wilderness Swarm operative
within 2” of and Visible to it. After this operative’s activation
ends, activate that operative, and treat its Group Activation
characteristic as 1 for that activation.

WILDERNESS SWARM, Tyranid, Xenos, <Swarm>, Termagant, Hormagaunt, Pack Leader, Leader Combat Staunch Marksman Scout

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HORMAGAUNT M APL GA

Hormagaunts are incredibly dangerous if left to hunt. 6” 2 2


Livestock will vanish in the night and people go
missing after dark, sometimes with gruesome signs of DF SV W
their demise left behind.
3 6+ 7

NAME A BS/WS D SR !

Scything Talons 4 4+ 3/5 Relentless -

ABILITIES UNIQUE ACTIONS

- -

WILDERNESS SWARM, Tyranid, Xenos, <Swarm>, Swarm, Hormagaunt Combat Staunch Marksman Scout

TERMAGANT M APL GA

Even when not encountered in large swarms, 6” 2 2


Termagants cut off from the hive mind prove
dangerous to any force that underestimates them as DF SV W
they evade ambushes and attack unheeded.
3 6+ 7

NAME A BS/WS D SR !

Devourer 5 4+ 3/4 Ceaseless -

Fleshborer 4 4+ 3/4 Rng 6” -

Spinefists 4 3+ 2/3 Rng 6” -

Scything Talons 4 4+ 3/5 Relentless -

ABILITIES UNIQUE ACTIONS

- -

WILDERNESS SWARM, Tyranid, Xenos, <Swarm>, Swarm, Termagant Combat Staunch Marksman Scout

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EQUIPMENT
WILDERNESS SWARM operatives in your kill team can be equipped with equipment from this list, as
specified in the mission sequence. Each operative can be equipped with no more than one of each item.

Flesh Hooks [2EP]


The operative is equipped with the following weapon for
the battle:

Name A BS D SR !

Flesh Hooks 4 2+ 3/4 Rng 3”, Lethal 5+ -

Acid Maw [2EP]


The operative is equipped with the following weapon for
the battle:

Name A BS D SR !

Acid Maw 4 2+ 3/3 Rng 6” Splash 1

Extended Chitin [2EP]


The operative gains the following ability for the battle:

Extended Chitin: Each time a shooting attack is made


against this operative, in the Roll Defence Dice step of
that shooting attack, you can re-roll one of your defence
dice.

Feeder Tendrils [2EP]


The operative gains the following ability for the battle:

Feeder Tendrils: Each time this operative


incapacitates an enemy operative in combat, it regains
up to D3 lost wounds.

Toxin Sacs [2EP]


The operative gains the following ability for the battle:

Toxin Sacs: Each time this operative fights in combat,


in the Roll Attack Dice step of that combat, if you retain
any critical hits, you can retain one of your failed hits as
a successful normal hit.

Adrenal Glands [2EP]


Add 1” to the operative’s Movement characteristic for
the battle.

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TAC OPS
If your faction is WILDERNESS SWARM, you can use the WILDERNESS SWARM Tac Ops listed below, as
specified in the mission sequence.

Tac Op 1: Cadaver Feast Tac Op 3: Retain Successful Biodata

You can reveal this Tac Op when an enemy You can reveal this Tac Op when a friendly
operative is incapacitated. Before that operative incapacitates an enemy operative.
operative is removed from the killzone, place - At the end of the battle, if that friendly
a Cadaver token within 1” of it. operative is not incapacitated, you
- If a friendly operative performs the score 2VP.
Feast action, you score 1VP.
- At the end of the battle, if you
achieved the first condition and that
friendly operative has not been
incapacitated, you score 1VP.

Feast 2AP

An operative can perform this action while


within 1” of your Cadaver token and not within
3” of enemy operatives.

Tac Op 2: Swarm

You can reveal this Tac Op in the Target


Reveal step of any Turning Point.
- At the end of any Turning Point, if a
friendly operative is wholly within
each killzone quarter and more than
3” from the centre of the killzone, you
score 1VP.
- If you achieve the first condition at the
end of any subsequent Turning
Points, you score 1VP.

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WILDERNESS SWARM SPEC OPS RULES
Over the following pages you will find a selection of rules for Spec Ops campaigns in which you have selected
WILDERNESS SWARM as your Faction keyword.

Battle Honours
Each time a WILDERNESS SWARM operative gains a Battle Honour, instead of determining one from its
specialism, you can determine one from the Swarm Specialist table below. You can either roll one D6 to randomly
determine the Battle Honour (re-rolling if it isn’t suitable), or you can select an appropriate one. As with any Battle
Honour, an operative cannot have the same one more than once (if a duplicate result is rolled, roll again until a
different result is rolled).

Swarm Specialist
D6 Battle Honour

1 Ambush Strain: During the Set Up Operatives step of the mission sequence, this operative
can be set up anywhere in the killzone that is wholly within or within 6” of your killzone.

2 Single-minded: Add 1” to the distance this operative can move when it performs a Charge
action.

3 Lightning Reflexes: Add 1 to this operative’s Defence characteristic.

4 Elongated Talons: Add 1 to the critical damage characteristic of Claws this operative is
equipped with. Scything Talons that this operative is equipped with gain the Reap 1 special
rule.

5 Regenerative Tissue: In the Ready Operatives step of each Turning Point, this operative
regains 1 lost wound.

6 Permanent Mutation: Select one Wilderness Swarm equipment and make a note of it on
this operative’s datasheet. It can be equipped with that equipment for 0EP, but that piece of
equipment cannot be selected for the Rapid Adaptation Pools strategic asset.

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Rare Equipment
Each time you would determine an item of rare equipment to add to your stash, if your faction is WILDERNESS
SWARM, you can determine one from the table below instead of determining one from another source. As with
any item of rare equipment, your stash cannot include more than one of each item (if a duplicate result is rolled,
roll again until a different result is rolled).

1. Strangleweb [2EP]
The operative is equipped with the following ranged weapon for the battle:

Name A BS D SR !

Strangleweb 4 4+ 2/2 Lethal 4+ Stun

2. Gargoyle Wings [2EP]


The operative can Fly for the battle.

3. Ripper Swarm [2EP]


The operative is equipped with the following weapon for the battle:

Name A BS D SR !

Ripper Swarm 7 3+ 2/3 Indirect, Rng 6”, No Cover, Limited Rending

4. Synapse Node [2EP]


Pack Leader operative only. The operative gains the following ability for the battle:

Synapse Node: Once per Turning Point, when a friendly operative within 6” of this operative is activated, if it is injured, do not
subtract 2” from its movement characteristic as a result of being injured and do not worsen the Ballistic Skill and Weapon Skill
of ranged and melee weapons it is equipped with as a result of being injured.

5. Lash Whip [2EP]


Hormagaunt operative only. The operative gains the Lash Whip ability for the battle, and is equipped with the following weapon
for the battle:

Name A BS D SR !

Lash Whip 4 3+ 2/3 Rng 3” Stun

Lash Whip: While an enemy operative is within Engagement Range of friendly operatives with this ability, subtract 1
from that enemy operative’s Attacks characteristic.

6. Barbed Strangler [2EP]


Termagant Swarm operative only. The operative is equipped with the following weapon for the battle:

Name A BS D SR !

Barbed Strangler 5 4+ 3/4 Blast 2” -

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Strategic Assets
Each time you would add a strategic asset to your base of operations, if your faction is WILDERNESS SWARM,
you can select one from the list below instead of selecting one from another source. As with any strategic asset,
you can never have more than one of each.

Tervigon Husk Rapid Adaptation Pools

To keep growing their numbers, the dead When called for, the alterations made to
body of a Tervigon can be reinvigorated. lifeforms can be streamlined to make more from
While it cannot move or fight any more, it can less.
continue to spawn more critters to spread
through the forest. During the Select Equipment step of the
mission sequence, when a friendly Swarm
When you purchase the Operative Assigned operative is upgraded with equipment, you can
requisition, you can add two operatives select another friendly Swarm operative. If you
instead of one. purchase the same equipment for that other
friendly operative, reduce the cost by 1 (to a
minimum of 1).

Hibernation Pods

Using pods, the pack can support a large


number of creatures at once.

You can have up to 25 operatives on your


dataslate.

Requisitions
In a Spec Ops campaign, if your faction is WILDERNESS SWARM, you can use the following Requisitions in
addition to those presented in other publications.

Repurposed Biodata 1RP Tough Bioform 1RP

A successful biostrain can be broken down Mutations that increase survivability are
and its experience reused if it is damaged or beneficial.
obsolete.
Purchase this Requisition when a friendly
Purchase this Requisition when a friendly operative reaches Veteran rank. It can select
operative is removed from your dataslate. Add Staunch as its specialism instead of the
one operative to your dataslate from your specialisms listed on its datasheet.
faction. The new operative has the same
number of experience points as the removed
operative (but can select other battle
honours).

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Spec Ops
Each time you would select a Spec Op for your kill team to be assigned to, if your faction is WILDERNESS
SWARM, you can select one from the list below instead of selecting one from another source.

GATHER BIOMASS
More biomass. Acquire. Bring back. Build Swarm.

OPERATION 1: HARVEST COMMENDATION:

Hunt down prey. Gather nutrients. - You gain three Requisition Points.
- Increase your Asset Capacity by one.
Complete five games in which you scored victory points
from the “Capture Hostage & Infiltrate”, and/or “Cadaver
Feast” Tac Ops.

OPERATION 2: RETURN SPEC OPS BONUS:

Return with nutrients. Cover Tracks. For the purposes of a mission’s Spec Ops bonus, this Spec
Op is considered a “Honour-Bound” Spec Op.
Complete one game in which you scored victory points
from the “Interloper” Tac Op.

CALL THE HIVE MIND


Food available. Call fleet.

OPERATION 1: LOCATE MEANS COMMENDATION:

Find signal location. - You gain three Requisition Points.


- The operative that first scored you Upload Viral
Complete five games in which you scored victory points Code gains 5XP.
from the “Swarm”, “Behind Enemy Lines”, and/or - You can distribute 5XP across the other
“Interloper” Tac Ops. operatives on your roster.

OPERATION 2: CALL SPEC OPS BONUS:

Send signal. For the purposes of a mission’s Spec Ops bonus, this Spec
Op is considered a “Recover Archeotech” Spec Op.
Complete one game in which you scored victory points
from the “Upload Viral Code” Tac Op.

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