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Kill Team 2021 - Wilderness Swarm
Kill Team 2021 - Wilderness Swarm
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
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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
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.
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
NAME A BS/WS D SR !
Claws 3 3+ 2/3 - -
WILDERNESS SWARM, Tyranid, Xenos, <Swarm>, Termagant, Hormagaunt, Pack Leader, Leader Combat Staunch Marksman Scout
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HORMAGAUNT M APL GA
NAME A BS/WS D SR !
- -
WILDERNESS SWARM, Tyranid, Xenos, <Swarm>, Swarm, Hormagaunt Combat Staunch Marksman Scout
TERMAGANT M APL GA
NAME A BS/WS D SR !
- -
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.
Name A BS D SR !
Name A BS D SR !
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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.
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
Tac Op 2: Swarm
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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.
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 !
Name A BS D SR !
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.
Name A BS D SR !
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.
Name A BS D SR !
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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.
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
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.
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.
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.
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.
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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