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Hive Fleet Dagon 4,71

The document provides special rules for the Hive Fleet Dagon Tyranid army in Warhammer 40,000. It details that Synapse creatures are needed to control swarms and objectives. Formations without Synapse creatures have reduced abilities. It also provides rules for re-rolling initiative tests and removing additional blast markers if Hive Mind Locus units are present. Several unit types such as Gaunts do not count towards combat resolution in certain situations. Tunnellers can transport units onto the battlefield secretly later in the game.
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0% found this document useful (0 votes)
49 views3 pages

Hive Fleet Dagon 4,71

The document provides special rules for the Hive Fleet Dagon Tyranid army in Warhammer 40,000. It details that Synapse creatures are needed to control swarms and objectives. Formations without Synapse creatures have reduced abilities. It also provides rules for re-rolling initiative tests and removing additional blast markers if Hive Mind Locus units are present. Several unit types such as Gaunts do not count towards combat resolution in certain situations. Tunnellers can transport units onto the battlefield secretly later in the game.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Hive Fleet Dagon v4.

71 Special Rules

Dagon Synapse
The following rules applies to Primary and Secondary Synapse Swarm formations only. Synapse creatures are any unit with the "Dagon
Synapse" special rule.

• A Synapse Swarm with no remaining Synapse creatures has an initiative of 3+ and may neither capture nor contest objectives,
including They Shall Not Pass.

• A Synapse Swarm with remaining Synapse creatures can absorb other synapse swarm formations with no remaining Synapse
creatures at the end of its action. The formation must have one unit within 5cm of a unit from the formation(s) being absorbed. The
units and blast markers of an absorbed formation become part of the formation. An absorbed formation is considered completely
destroyed for the purposes of tiebreak and the Break Their Spirit objective.

Hive Mind Locus


• As long as the Tyranid army still contains a Dagon Dominatrix and/or a Dagon Overlord it may re-roll a single failed Initiative test
(of any type) once per turn (unless all models with Hive Mind Locus are located offboard).
• Hive Mind Locus also allows for the removal of an additional blast marker when rallying.
• Formations with at least one model with Hive Mind Locus ignores the -2 modifier for being broken when it is attempting to rally.
"Shoot the Big Ones!"
The enemies of the Dagon Hive Fleet have learned that destroying the Hive Mind's Synapse Creatures will cause Tyranid swarms to become
disorganized. For this reason certain units which normally would be Infantry are instead Light Vehicles.

Extreme Mobility
Tyranid Armored Vehicles and War Engines units do not take dangerous terrain tests. Tyranid Light Vehicles move through terrain and
receive cover as if they were infantry. Fortified positions such as minefields or razorwire, and special terrain features such as lava flows
affect Tyranids normally.

Gaunts
Termagaunts, Hormagaunts, Dagon Gargoyles and Raveners that are killed in an assault do not count for combat resolution as long as the
controlling Tyranid player initiated the assault and there is at least one model with Dagon Synapse still present in the formation.

Tunnelers
Tunnellers are set up touching their own side's table edge before the battle starts at the same time that spacecraft are set up (see 4.3.1). Any
units transported in tunnellers should be placed to one side at this time too. Secretly write down the location where the tunneller will surface
at the same time and in the same manner that you record the coordinates of a drop zone (see 4.3.1). You must also secretly record the turn the
tunneller will surface. If it is going to surface in your half of the table it may arrive from the second turn onwards. If it is going to surface in
the opposing half of the table, it may arrive from turn three onwards.

Set up the tunneller units at the start of the stated turn, before determining who wins the strategy roll, at the location you wrote down.
Surfacing does not count as movement for the purposes of triggering enemy overwatch fire. If a tunneller would have surfaced on terrain that
is impassable for it, under a friendly unit, or in an enemy zone of control, then it is assumed that on-board sensor equipment would divert it
towards another entry point. The unit should be moved to the nearest area where it can surface.

Formations of multiple tunnellers need only record one location where they will surface. Place the first tunneller unit at this location. All
other tunneller units must be placed within 5cm of another tunneller unit that has already been placed and fully within a 15cm radius of the
original surfacing coordinates. After all tunnellers have been placed any units being transported are allowed to disembark immediately.
Disembarking triggers overwatch fire as normal. Tunnellers, and any units being transported in them, may take an action on the turn they
appear.

Vanguard Organisms
Only Genestealers, Lictors and Nest Swarms may deploy as garrisons.
Tyranid Hive Fleet Dagon v4.71
Hive Fleet Dagon Tyranids have a Strategy Rating of 1
All Tyranid formations have an initiative of 1+

Synapse Swarms
Primary Synapse Swarms
Formation Synapse Creatures Instinctive Swarms (Compulsory) Cost
0-1 Nexus Swarm 1 Dagon Dominatrix 2-4 of any instinctive swarms (with the exception of Mycetic Spore). 400 points
Major Swarm 1 Hive Tyrant, 4 2-4 instinctive swarms. 175 points
Tyranid Warriors All Hive Tyrants and/or Tyranid Warriors may be upgraded to Shrikes (Wings) for no extra cost.
and/or Zoanthropes 1 Hive Tyrant in the army may be replaced with the Dagon Overlord for 100 points.

Minor Swarm 3 Tyranid Warriors 2-4 instinctive swarms. At least one Gaunts, Gargoyles or Biovores upgrade must be chosen. 100 points
and/or Zoanthropes Tyranid Warriors may be upgraded to Shrikes (Wings) for no extra cost.
Secondary Synapse Swarms
A maximum of 1 Secondary Synapse Swarm may be bought for each Primary Synapse Swarm
Nest Swarm 1 Hive Nest 1-2 instinctive swarms chosen from the Gaunts, Gargoyles, Biovores or Bio-Support upgrades. At least one 125 points
Gaunts, Gargoyles or Biovores upgrade must be chosen.
Attack Swarm 1 Hierodule Prime 1-2 instinctive swarms chosen from the Gaunts, Carnifex, Bio-Attack, Bio-Support or Hierodule upgrades. 150 points
(Barbed or Scythed)
Infestation 1 Trygon Prime 1-2 instinctive swarms chosen from the Burrower upgrade. 150 points
Swarm or 3 Ravener Alphas 100 points
Harasser Swarm 1 Harridan 1-2 instinctive swarms chosen from the Gargoyles or Bio-Bombers upgrades. 150 points

Instinctive Swarms
It is compulsory to buy the minimum amount of instinctive swarms indicated by each Synapse Swarm formation.
Upgrade Units Cost
Gaunts 5 Termagaunts and/or Hormagaunts 50 points
Biovores 4 Biovores 75 points
Gargoyles 4 Dagon Gargoyles 50 points
Bio-Bombers 2 Harpies 100 points
Carnifex 3 Carnifex 125 points
Bio-Support 3 Dagon Dactylis or 4 Dagon Exocrine 125 points
Bio-Attack 2 Dagon Haruspex or 2 Malefactors 75 points
Hierodule 1 Barbed Hierodule or 1 Scythed Hierodule 125 points
Burrower 2 Trygons or 5 Raveners 100 points
Mycetic Spore Permits deployment via planetary assault rules if a Razorfiend or Hive Ship has been bought. This option is not allowed if the 50 points
(0-1 per formation) Dagon Overlord, Hive Tyrant and/or Tyranid Warriors have been upgraded with Wings.

Common Independent Swarms


One Common Independent Swarm may be bought for each Primary Synapse Swarm.
No more than one third of the army may be chosen from the Common Independent Swarm section.
Formation Units Upgrade Cost
Genestealer Swarm 6 Genestealers, 1 Brood Lord 0-3 Genestealers for +25 points per unit. 175 points
Lictor Brood 5 Dagon Lictors 0-2 Dagon Lictors for +25 points per unit. 225 points

Rare Independent Swarms


One Rare Independent Swarm may be bought for each Primary Synapse Swarm.
No more than one third of the army may be chosen from the Rare Independent Swarm sections.
Formation Units Upgrade Cost
Bio-Titan 1 Dagon Hierophant Bio-titan Hydraphant Bio-titan +200 points 350 points
Bio-Vessel 1 Razorfiend Hive Ship +100 points 150 points
Unit Type Move Armour CC FF Armament Range Notes

Dagon Dominatrix WE 25cm 4+ 3+ 5+ Monstrous Claws (base-to base) (assault) EA +2, TK(D3) Damage Capacity: 6 Notes: Hive Mind Locus, Dagon Synapse, Leader, Commander,
Bio-Plasmic Ray 30cm AP4+/AT4+/AA5+, MW Reinforced Armour, Invulnerable Save, Fearless, Inspiring Crit: Roll a d6: 1. Units in base
and (15cm) (small arms) EA +1, MW contact is hit by a MW attack on 6+ 2-5. Suffers an additional damage. 6: Suffers an additional
Bio-Plasma 15cm 4BP, MW, FxF d3 damage. May step over units and impassable or dangerous terrain that is lower than its
Bio-titan Bio-Cannon 60cm 4 x AP3+/AT4+, FxF body and up to 2cm wide.

Brood Lord Char - - - - - - - Notes: Inspiring, Invulnerable Save, Leader

Dagon Overlord AV 20cm 3+ 2+ - Quad Boneswords (base-to-base) (assault) EA +2, MW Notes: Hive Mind Locus, Inspiring, Dagon Synapse, Reinforced Armour, Commander, Leader,
(Wings) (30cm) (4+) Fearless (Wings: Jump Pack)

Hive Tyrant AV 20cm 4+ 3+ 5+ Venom Cannon 30cm AP4+/AT5+ Notes: Dagon Synapse, Reinforced Armour, Commander, Leader, Fearless
(Wings) (30cm) (5+) Large Claws (base-to-base) (assault) EA +1, MW (Wings: Jump Pack)

Tyranid Warriors LV 20cm 5+ 2+ 5+ Deathspitters 30cm AP5+ Notes: Dagon Synapse, Fearless
(Wings) (30cm) (6+) (Wings: Jump Pack)

Zoanthrope LV 15cm 4+ 6+ 5+ Warp Blast 30cm AP5+/AA6+ Notes: Dagon Synapse, Fearless, Invulnerable Save
and (15cm) (small arms) MW

Harridan WE 35cm 5+ 5+ 5+ Bio-Cannon 45cm 2 x AP4+/AT5+ FxF Damage Capacity: 3 Notes: Dagon Synapse, Reinforced Armour, Skimmer, Fearless,
Large Fangs (base-to-base) (assault) EA +1, MW Transport (0-4 Gargoyles) Crit: Takes an extra point of damage

Harpy AV 35cm 5+ 4+ 5+ Stranglethorn Cannon 30cm AP4+/AT6+, D Notes Reinforced Armour, Skimmer
Spore Cyst 15cm 1BP, D
Grasping Talons 15cm AA5+

Ravener Alpha LV 20cm 4+ 4+ - Claws (base-to-base) (assault) EA +1 Notes: Dagon Synapse, Infiltrators, Tunneler, Fearless

Raveners Inf 20cm 5+ 4+ - Claws (base-to-base) (assault) EA +1 Notes: Infiltrators, Tunneler, Expendable, Gaunts

Trygon Prime WE 25cm 4+ 3+ 6+ Large Claws (base-to-base) (assault) EA +1, MW Damage Capacity: 2 Notes: Dagon Synapse, Tunneler, Fearless, Reinforced Armour
Crit: The Trygon Prime is killed.

Trygon WE 25cm 5+ 4+ 6+ Large Claws (base-to-base) (assault) EA +1, MW Damage Capacity: 2 Notes: Tunneler, Reinforced Armour Crit: The Trygon is killed.

Termagaunts Inf 20cm - 6+ 5+ Fleshborers (15cm) (small arms) Notes: Expendable, Gaunts

Hormagaunts Inf 20cm - 3+ - Claws (base-to-base) (assault) Notes: Expendable, Infiltrators, Gaunts

Dagon Gargoyles Inf 30cm - 6+ 6+ Swarm Strike 15cm AA6+ Notes: Expendable, Jump Pack, Gaunts

Biovore Inf 15cm 6+ 6+ 5+ Spore Mines 30cm AP5+/AT6+, D, Ind F -

Carnifex AV 20cm 4+ 3+ 5+ Large Claws (base-to-base) (assault) EA +1, MW Notes: Reinforced Armour

Dagon Dactylis AV 25cm 5+ 5+ 5+ Bio-Acid-Venom Pods 45cm 1BP, D, Indirect Fire -

Dagon Exocrine AV 25cm 5+ 5+ 5+ Bio-Plasmic Cannon 30cm 2 x MW5+ -


(and) (15cm) (small arms) MW

Dagon Haruspex AV 25cm 5+ 4+ 5+ Acid Jets (15cm) (small arms) EA +1 Notes: Reinforced Armour
Massive Claws (base-to-base) (assault) EA +2, MW

Dagon Malefactor AV 25cm 5+ 5+ 5+ Frag Spines 15cm 2 x AP5+ Notes: Reinforced Armour, Transport (2) (May transport Termagaunts, Hormagaunts,
Large Claws (b-t-b) (assault) EA +1, MW Gargoyles, Tyranid Warriors, Zoanthropes, Raveners, Biovores. Light Vehicles take 2 spaces
each).

Barbed Hierodule WE 25cm 5+ 4+ 5+ Twin Bio-Cannon 45cm 3 x AP3+/AT4+, FxF Damage Capacity: 3 Notes: Reinforced Armour, Dagon Synapse, Fearless, Invulnerable
Prime Large Claws (base-to-base) (assault) EA +1, MW Save Crit: The Hierodule Prime is killed.

Barbed Hierodule WE 25cm 5+ 4+ 5+ Twin Bio-Cannon 45cm 3 x AP3+/AT4+, FxF Damage Capacity: 3 Notes: Reinforced Armour Crit: The Hierodule is killed.
Large Claws (base-to-base) (assault) EA +1, MW

Scythed WE 25cm 5+ 3+ 5+ Massive Scything Talons (base-to-base) (assault) EA +2, TK(1) Damage Capacity: 3 Notes: Reinforced Armour, Dagon Synapse, Fearless, Invulnerable
Hierodule Prime Pyro-Acid (15cm) (small arms) EA +1, IC Save Crit: The Hierodule Prime is killed.

Scythed WE 25cm 5+ 3+ 5+ Massive Scything Talons (base-to-base) (assault) EA +2, TK(1) Damage Capacity: 3 Notes: Reinforced Armour Crit: The Hierodule is killed.
Hierodule Pyro-Acid (15cm) (small arms) EA +1, IC

Hive Nest WE 0cm 4+ 5+ 6+ Ripper Swarms (base-to-base) (assualt) EA +1 Damage Capacity: 3 Notes: Reinforced Armour, Dagon Synapse, Fearless,
Thick Rear Armour Crit: The Hive Nest is destroyed.

Mycetic Spore - - - - - Tentacles 15cm AP6+, D Notes: Planetfall, Transport (May transport a formation that consist exclusively of the following
types of units: Termagaunts, Hormagaunts, Biovores, Carnifex, Raveners, Hive Tyrant, Dagon
Overlord, Tyranid Warrior, Zoanthropes) After the Mycetic Spore lands, they attack all enemy units
within 15cm. Each enemy formation attacked receives a BM for coming under fire, and an extra BM
for each casualty. Then transported formations set up within 5cm of the point the Mycetic Spore
landed, or within 5cm of another already disembarqued unit from the same formation (but a
maximum of 15cm from the point the formation's Mycetic Spore landed).

Genestealers Inf 20cm 6+ 2+ - Claws (base-to-base) (assault) Notes: First Strike, Infiltrators, Scout

Dagon Lictor LV 15cm 5+ 3+ 6+ Rending Claws (base-to-base) (assault) EA +1, Sniper Notes: First strike, Infiltrators, Scout, Invulnerable Save, Teleport

Dagon WE 25cm 5+ 3+ 5+ Bio-Titan Bio-Cannon 60cm 4 x AP3+/AT4+, FxF Damage Capacity: 6 Notes: Reinforced Armour, Invulnerable Save, Fearless
Hierophant Massive Scything Talons (base-to-base) (assault) EA +2, TK(1) Crit: Roll a d6: 1. Units in base contact is hit by a MW attack on 6+
Barbed Spears (15cm) (small arms) EA +1 2-5. Suffers an additional damage. 6: The Dagon Hierodule is killed.
May step over units and impassable or dangerous terrain that is lower than its body and up to
2cm wide.

Hydraphant WE 25cm 4+ 3+ 5+ Bio-Titan Bio-Cannon 60cm 4 x AP3+/AT4+, FxF Damage Capacity: 8 Notes: Reinforced Armour, Invulnerable Save, Fearless
Bio-Plasma 15cm 4BP, MW, FxF Crit: Roll a d6: 1. Units in base contact is hit by a MW attack on 6+
Monstrous Claws (base-to-base) (assault) EA +2, TK(D3) 2-5. Suffers an additional damage. 6: The Hydraphant is killed.
Huge Tentacles (base-to-base) (assault) EA +2, First Strike May step over units and impassable or dangerous terrain that is lower than its body and up to
Hail of Barbed Spears (15cm) (small arms) EA +2 2cm wide.

Razorfiend Ship - - - - Orbital Bombardment - 3BP, MW Notes: Transport (2 Mycetic Spores including cargo)

Hive Ship Ship - - - - Orbital Bombardment - 8BP, MW Notes: Slow and Steady, Transport (5 Mycetic Spores including cargo)

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