Monday, November 24, 2025

Playing Cards Warhammer 40K Campaign

I was working on a poker card based AI system for solo campaign play for Warhammer 40K. I put my ideas into ChatGPT and it really helped me expand on the ideas. The result below is a result of some editing and refining of key concepts of my ideas. 

A complete, easy-to-use playing-card system for generating terrain, enemy units, and deployment types for Warhammer 40K solo or narrative play.

It uses a standard 52-card poker deck (no Jokers).

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WARHAMMER 40K — CARD-DRIVEN BATTLE SETUP SYSTEM

How the System Works

Shuffle a standard deck.

Draw cards in sequence for Terrain → Deployment → Enemy Forces → Special Conditions.

Suits determine categories.

Card values determine quantity or size.

It’s fast, random, narrative-friendly, and perfect for solo play.

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1. TERRAIN GENERATION (3–6 cards)

SUITS = TERRAIN CATEGORY

Suit Terrain Type

Hearts ♥ Organic / living terrain — forests, fungus, alien growths, nests, biomass, swamps
Diamonds ♦ Industrial terrain — refineries, pipes, machinery, generators
Clubs ♣ Ruins / abandoned structures — blasted buildings, bunker fragments, rubble
Spades ♠ Militarised defenses — barricades, trenches, weapon platforms, fortifications

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CARD VALUE = SIZE / IMPACT

Value Meaning:
A One massive terrain piece dominating a quarter of the board
K–Q–J Large terrain piece (ruin, forest, silo, etc.)
10–7 Medium terrain feature
6–2 Small terrain feature (scatter, barriers, small cover)

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TERRAIN SETUP PROCEDURE

1. Draw 3 cards for a light table, 4–5 for standard, 6 for dense.

2. For each card:
Identify the category (suit).
Place a terrain piece of size based on value.

3. Place each terrain piece randomly:
Roll a D6: (1–2 = left flank, 3–4 = center, 5–6 = right flank)
Roll D3: depth from your board edge (1 = near, 2 = mid, 3 = far).

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2. DEPLOYMENT TYPE (1 card)

SUITS = STYLE OF DEPLOYMENT

Suit Deployment

Hearts ♥ Sweeping assault: both start close.
Diamonds ♦ Strategic separation: long edge deployment.
Clubs ♣ Corner deployments (table quarters).
Spades ♠ Unbalanced deployment — attacker vs defender.


CARD VALUE = SPECIFIC PATTERN

Value Deployment Pattern
A Special mission: Place objectives first, then both deploy within 12″ of opposite edges.

Face cards 9th ed style deployments:

K: Dawn of War

Q: Hammer & Anvil

J: Search & Destroy | | 10–7 | Diagonal deployments (roll 1–3 = your left diagonal, 4–6 = your right diagonal). | | 6–2 | Random attacker/defender: high roll is attacker, attacker deploys within 12″ of any board edge, defender within 18″ of center. |

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3. ENEMY FORCE GENERATION (2–6 cards)

SUITS = TYPE OF ENEMY UNIT

Suit Enemy Type

Hearts ♥ Infantry / Swarm units
Diamonds ♦ Elite or specialist units
Clubs ♣ Vehicles, walkers, monsters
Spades ♠ Leaders, heroes, psykers, HQ choices
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CARD VALUE = UNIT SIZE / POWER

Value Meaning:
A Boss / Warlord unit + bodyguard
K–Q–J Strong elite unit / large monster / heavy vehicle
10–7 Standard unit (troops or medium vehicles)
6–2 Small unit (scouts, weakened troops, light vehicles)

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ENEMY SETUP PROCEDURE

1. Choose how many enemy units you want (default = 3 draws for small game, 5–6 for big).

2. Draw that many cards.

3. For each card:
Turn suit → unit category.
Turn value → strength/size.

Optional:
Roll D6 to determine exact datasheet from your enemy faction’s codex.

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4. SPECIAL CONDITIONS (Optional — 1 card)

SUITS = BATTLEFIELD CONDITIONS

Suit Condition

Hearts ♥ Biological hazard: Spore clouds, toxic mists, regenerating terrain.
Diamonds ♦ Industrial hazard: Chemical leaks, smoke clouds, overheating reactors.
Clubs ♣ Battlefield salvage: Hidden supplies, relics, ammunition caches.
Spades ♠ Warzone events: Orbital strikes, psychic storms, deep strike interference.


CARD VALUE = INTENSITY

A = Severe condition

Face cards = Strong

10–7 = Moderate

6–2 = Mild

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EXAMPLE DRAW

Terrain Draw (4 cards):

7♣ → Medium ruins

Q♦ → Large industrial generator

2♥ → Small alien growth

A♠ → Massive fortress gun tower


Deployment Draw:

J♣ → Search & Destroy


Enemy Draw (4 cards):

K♥ → Large infantry block

9♦ → Specialist team

3♣ → Light vehicle

A♠ → Enemy warlord


Special Condition:

8♣ → Moderate salvage. 3 objectives are lootable.


You now have a full mission generated in < 2 minutes.

Here is a full campaign mode that plugs directly into your card-based setup system.
It creates a branching, replayable Warhammer 40K solo narrative where playing cards determine missions, escalation, rewards, hazards, and enemy level-ups.

This system is fully modular — you can use it with any faction.

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⭐ CARD-DRIVEN SOLO CAMPAIGN MODE

A branching narrative warzone that evolves with your draws


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1. CAMPAIGN STRUCTURE

The campaign lasts 5–7 missions.
Each mission is generated by drawing:

1. Campaign Event Card


2. Deployment Card


3. Terrain Spread (3–6 cards)


4. Enemy Force Cards (2–6 cards)


5. Special Condition Card

After each mission, you draw a Post-Mission Card to determine rewards, injuries, escalation, or new threats.

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2. CAMPAIGN EVENT CARD (1 card before each mission)

Determines what kind of mission you're about to play.

SUITS = MISSION THEME

Suit Mission Type

Hearts ♥ Rescue, recovery, or reinforcement mission
Diamonds ♦ Resource control, salvage, strategic capture
Clubs ♣ Seek-and-destroy, purge, breakout
Spades ♠ Boss encounter, ambush, critical threat

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CARD VALUE = MISSION TWIST / OBJECTIVE

Value Objective:
A Vital objective: must hold a marked objective at game end
K Kill the enemy leader or strongest unit
Q Escort or extract a token / NPC
J Survive X turns (X = D3+2)
10–8 Capture and control 2–3 objectives
7–5 Eliminate 50% of enemy units
4–2 Scout and withdraw: end with your units in enemy half

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Example:

You draw Q♠ → Boss encounter with extraction objective.
Your army must defeat or evade the boss, then reach an evac zone.

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3. ENEMY ESCALATION SYSTEM
Enemy difficulty increases automatically across the campaign using the cards.

Before Mission 1:

Start at Threat Level 1.

After each mission, draw a Post-Mission Card.
Values increase the Threat Level.

SUIT EFFECTS

Suit Escalation Effect

Hearts ♥ Enemy reinforcements arrive next mission (1 extra card draw for enemies)
Diamonds ♦ Enemy gains wargear/defences (add +1 save or -1 AP on one enemy unit)
Clubs ♣ More aggression (AI behaviour becomes “charge-first”)
Spades ♠ Threat Level +1 immediately


CARD VALUE = INTENSITY

A: +2 Threat Levels

Face cards: +1 Threat Level

10–7: No change

6–2: Campaign reprieve: -1 Threat Level


Threat Level affects:

number of enemy cards drawn

enemy unit buffs

incoming hazards

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4. CAMPAIGN REWARDS (Post-Mission Card — same draw!)

SUIT REWARDS (for your army)

Suit Reward

Hearts ♥ Recover D3 wounds on a character / remove an injury
Diamonds ♦ Gain relic fragment → collect 3 for a powerful campaign artifact
Clubs ♣ Gain 1 upgrade: once per mission you get +1 to a hit/wound/save roll
Spades ♠ Gain a “tactical edge”: re-draw 1 setup card next mission

(You gain the suit reward even if the value caused escalation.)

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5. PERMANENT ARMY UPGRADES

Whenever you defeat a Face Card enemy (J/Q/K), draw a bonus card:

If the bonus card is:

Red (♥♦) → Permanent +1 Ld to one unit

Black (♣♠) → Permanent +1 Attack to one unit

Aces → Gain a campaign relic piece


Collect 3 relic pieces to unlock a powerful bonus:

one free stratagem use per turn,

or a once-per-campaign mega ability (smite the boss, full reroll aura, etc.).

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6. CAMPAIGN MAP (Optional but fun)

Lay out 7 cards in a line, face-down.
Each card represents a region/mission.
You flip one card at a time as you progress.

Suit determines environmental theme:

♥ = jungles / nests / biomass

♦ = factories / refineries

♣ = ruins / shadow zones

♠ = fortresses / boss lairs


Value determines severity:

A = epic mission

Face card = hard

10–7 = medium

6–2 = light


The combination determines:

Mission difficulty

Special terrain focus

Enemy selection bias

Deployment quirks

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7. FINAL BOSS MISSION

Triggered when:

You reach the last map card or

Threat Level reaches 6+


Draw 1 final Boss Card:

SUIT = BOSS TYPE

Suit Boss

Hearts ♥ Massive swarm or brood mother
Diamonds ♦ Elite commander with bodyguards
Clubs ♣ Super-heavy monster/vehicle
Spades ♠ Psyker overlord, Daemon, or tyrant


VALUE = ADDITIONAL CHALLENGE

A: Boss has a second form

Face card: Boss gains a unique aura ability

10–7: Environmental hazard active

6–2: Summons reinforcements mid-battle

Randomize boss location by drawing another card for the battlefield region.

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8. PUTTING IT ALL TOGETHER (EXAMPLE MINI-CAMPAIGN)

Mission 1 – Campaign Event: 7♦

Resource capture in an industrial zone.
You need to secure 2 points.

Post-mission card: Q♣ → +1 Aggression to enemy AI next game.

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Mission 2 – Campaign Event: A♥

Vital rescue: hold a central objective to save survivors.
Spore mists (-1 BS) due to ♥ suit.

Post-mission card: 3♠ → Threat Level rises +1.
Reward: Tactical Edge (spade).


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Mission 3 – Campaign Event: K♠

Boss encounter! Enemy commander appears with bodyguards.

Post-mission: A♦ → TL +2, relic fragment gained.
Your army is now entering high difficulty.


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Mission 4 – Final Boss Triggered

Threat Level reached 6.
Boss card: A♣ → Super-heavy monster with a second form.

Epic climax.

Absolutely — here is the full Tyranid-specific Campaign Mode, designed for your Flesh Tearers and Adepta Sororitas (Order of the Sacred Rose), with the Aliens / Space Hulk survival-horror vibe you love.

It uses the exact card system you already have — but the meanings, threats, and escalation are now tailored to Tyranids and a derelict infested starship or overrun colony moon.

Below is a complete campaign module:
✔ Mission generation
✔ Tyranid AI behaviour
✔ Tyranid escalation system
✔ Boss evolutions
✔ Narrative-specific hazards
✔ Themes inspired by Aliens, Space Hulk, and Hive Fleet monstrosities

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⭐ THE HOLLOW STAR

Card-Driven Tyranid Solo Campaign

A survival-horror narrative for Flesh Tearers & Sacred Rose Allies


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1. CAMPAIGN EVENT CARD — TYRANID THEMES

Draw 1 card before each mission.

SUITS = MISSION CATEGORY

Suit Mission

Hearts ♥ Biomass Surge — rescue survivors, purge infestation, burn nests
Diamonds ♦ Ship Systems or Colony Infrastructure — secure reactors, restart generators, purge coolant tunnels
Clubs ♣ Stalking Hunt — Tyranids are on the prowl; avoid ambush or purge a hunting pack
Spades ♠ Synapse Threat — Broodlords, Hive Tyrant nodes, or Psyker horrors are active

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CARD VALUE = SPECIFIC OBJECTIVE (TYRANID VERSION)

Value Objective

A Critical Core: Destroy a synapse node or Tyranid growth controlling the ship
K Kill the Brood Alpha: eliminate the strongest Tyranid unit drawn
Q Extraction: escort engineers/Survivors to a safe zone
J Hold the Line: survive D3+2 turns against waves
10–8 Cleanse 3 Infestation Sites on the board
7–5 Eliminate 50% of Tyranid units
4–2 Stealth Sweep: reach 3 zones on the board without losing a unit

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2. TERRAIN SUITS — TYRANID BOARD THEMES

Use your same terrain draw system, but apply these interpretations:

Suit Terrain Theme

Hearts ♥ Creep, bio-slime, egg clusters, digesting pools
Diamonds ♦ Broken reactors, power lines, coolant tanks, generator aisles
Clubs ♣ Dark maintenance tunnels, collapsed ruins, ventilation ducts
Spades ♠ Infested command decks, synapse spires, psychic shrines

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3. ENEMY UNIT GENERATION — TYRANID-SPECIFIC SUITS

Every enemy card is now automatically a Tyranid unit, determined by the suit.

SUITS = TYRANID ROLE

Suit Tyranid Category

Hearts ♥ Swarm organisms (Hormagaunts, Termagants, Rippers, Spore Mines)
Diamonds ♦ Bio-specialists (Warriors, Lictors, Zoanthropes/Venoms, Tyranid Primes)
Clubs ♣ Monsters (Carnifex, Hive Guard, Tyrant Guard, Tyrannofex, Trygon)
Spades ♠ Synapse / Elite Leaders (Broodlord, Neurotyrant, Hive Tyrant)

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VALUES = UNIT SIZE / THREAT

Value Tyranid Threat

A Hive Node / Boss monster
K–Q–J Large elite unit or monster
10–7 Medium unit (10–20 gaunts, 3 Warriors, etc.)
6–2 Small units (5 gaunts, single Lictor, Ripper Swarm)

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4. TYRANID AI BEHAVIOUR (CARD-AWARE)

All Tyranid units follow these simple but deadly rules:

BASE BEHAVIOURS

1. Move toward nearest prey unless synapse within 12″ gives orders.


2. Always charge if possible.


3. If a unit is a Synapse creature, nearby units become more aggressive.

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SUIT-BASED AGGRESSION (for each enemy card drawn)

Suit AI Behaviour

Hearts ♥ Swarm Rush: unit gains +2″ advance, +2″ charge this turn
Diamonds ♦ Hunter’s Precision: unit rerolls 1 hit and 1 wound
Clubs ♣ Crushing Force: +1 AP this turn
Spades ♠ Psychic Surge: unit attempts a Psychic action or Smite

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5. CAMPAIGN ESCALATION — “THE SHIP ADAPTS”

Draw a Post-Mission Card after each battle.

SUITS = HOW THE TYRANIDS MUTATE

Suit Escalation

Hearts ♥ Extra swarm unit next game (draw +1 enemy card)
Diamonds ♦ Armor mutation: select one Tyranid to gain +1 Sv
Clubs ♣ Bio-aggression: Tyranids gain +1 Strength next mission
Spades ♠ Synaptic Evolution: Threat Level +1

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VALUE = MUTATION INTENSITY

A → +2 Threat Levels

J/Q/K → +1 Threat Level

10–7 → No change

6–2 → “Human Advantage” → Threat Level -1

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6. CAMPAIGN REWARDS — IMPERIUM COUNTERMEASURES

From the same Post-Mission Card, you ALSO gain:

Suit Reward

Hearts ♥ Medicae recovery: heal D3 wounds or restore 1 model
Diamonds ♦ Tech salvage: 1 Relic Fragment
Clubs ♣ Tactical Upgrade: +1 reroll per mission
Spades ♠ Strategic Edge: redraw 1 setup card next mission

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7. UNIQUE TYRANID HAZARDS (USE SPECIAL CONDITION CARD)

SUITS = HAZARD TYPE

Suit Hazard

Hearts ♥ Creeping Miasma (−1 BS or movement)
Diamonds ♦ Bio-electric surge (dangerous terrain)
Clubs ♣ Lurking predators (extra Lictor enters on turn 3)
Spades ♠ Synaptic Static (Perils on any doubles, Deep Strike blocked)

VALUES = INTENSITY

A → Severe hazard

Face cards → Strong

10–7 → Moderate

6–2 → Mild

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8. FINAL BOSS — THE HIVE EVOLUTION

Triggered when:

You reach the last map card, or

Threat Level ≥ 6.


Draw 1 Boss Card:

SUITS = BOSS ARCHETYPE

Suit Final Boss

Hearts ♥ The Birthing Maw — massive broodmother producing endless gaunts
Diamonds ♦ Omega Lictor — super-evolved assassin controlling the biomass
Clubs ♣ Alpha Carnifex or Trygon Prime bursting from the depths
Spades ♠ Hive Tyrant Prime / Neurotyrant with psychic dominance

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VALUES = EVOLUTION MUTATION

A → Two-phase boss (second form mutates mid-fight)

Face cards → Boss aura (enemy +1 hit or rerolls nearby)

10–7 → Battlefield hazard active all game

6–2 → Spawned reinforcements mid-battle

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⭐ Optionally: ‘Kerrigan-Influenced’ Mini-Boss

(You mentioned wanting a Queen of Blades inspired Tyranid in your campaign)

Draw a Spade Face Card (J/Q/K) anytime after Mission 3 →
The Brood-Sovereign appears:

Hybrid psyker-assassin

Bone blades + synaptic aura

Controls Lictors and Warriors

Gains mutations equal to Threat Level


Below is the Tyranid Solo Campaign Package:
✔ Full intro narrative
✔ Flesh Tearers + Sacred Rose lore setup
✔ Mission generator tables (formatted for fast use)
✔ Full statline + rules for the Kerrigan-inspired Brood-Sovereign
✔ Final boss statlines
✔ Hive Ship Deck Layout using a card-based mapping system
✔ Rewards + progression
✔ Everything in one unified document



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⭐ THE HOLLOW STAR

A Complete Solo Campaign Against Tyranids for my Flesh Tearers & Order of the Sacred Rose
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1. CAMPAIGN INTRO NARRATIVE

Prologue — The Silent Moon of Veylara-IX

When the astropathic distress call reached Baal, it was already corrupted by static. Fragments of screams. Vox-chatter dissolving into wet tearing noises. A final whisper:

> “They are inside the walls…”
Chapter Master Dante dispatched a combined response force led by the Flesh Tearers’ strike cruiser Red Hunger. The Sacred Rose, stationed nearby on a pilgrimage escort, intercepted the same signal and joined the response.

What they found was a moon-sized refinery station — orbital rings blackened and silent, drifting in a debris field. Its docking bays were sealed… from the outside.

Your boarding parties step into the dark metal corridors. Half-melted doors. Strange chitinous growths pulsing on the walls. Insectoid clicking echoing through the empty vents.

The Tyranids have infested the station — but not through conventional means.
Something far smarter is controlling the hive.

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2. FORCE SETUP

My Army
500 points Flesh Tearers

500 points Order of the Sacred Rose

Heroic characters recommended for narrative value

Include a Techmarine / Sister Dialogus or Missionary for tech-based missions

Include a Librarian or Chaplain for psychic suppression scenes


Enemy Force
Entirely AI-driven Tyranids:

Swarms

Monsters

Lictors/Hunters

Synapse beasts

A new special tyrant: The Brood-Sovereign

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3. CARD-DRIVEN MISSION GENERATOR

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A. CAMPAIGN EVENT CARD (Mission Type)

SUITS = Threat Theme

Suit Mission Theme

♥ Biomass surge (nests, eggs, rescuing survivors)
♦ Reactor/power/generator core missions
♣ Stalker hunt / ambush / tracking a Lictor
♠ Synapse threat / elite nodes active


VALUES = Objective

Value Objective:
A Destroy synapse node or bio-core
K Kill strongest Tyranid unit
Q Escort survivors / engineers
J Survive D3+2 turns
10–8 Cleanse 3 infestation sites
7–5 Kill 50% of Tyranids
4–2 Stealth sweep: reach 3 zones

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B. TERRAIN SETUP BY SUIT

Suit Terrain Type

♥ Creep, egg clusters, digestion pools
♦ Reactors, coolant towers, power lines
♣ Vents, collapsed tunnels, shadows
♠ Psychic shrines, synapse columns

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C. ENEMY GENERATION BY SUIT

Suit Tyranid Type

♥ Swarms (Gaunts, Rippers, Mines)
♦ Warriors, Zoans, Venomthropes, Lictors
♣ Monsters (Carnifex, Trygon, Hive Guard)
♠ Synapse leaders (Broodlord, Tyrant, Neurotyrant)


VALUES = Threat Size

Value Unit Size

A Boss monster / synapse core
K–Q–J Elite units
10–7 Medium swarm
6–2 Small threat

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4. TYRANID AI BEHAVIOUR

General AI

1. Move toward nearest prey


2. Always charge if possible


3. Swarm creatures focus on closest target


4. Synapse creatures direct nearest two units to attack same target


5. Lictors always attempt to flank and assassinate characters

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Suit-Driven Behaviour Enhancements

Suit Effect

♥ +2 Advance & Charge (swarm frenzy)
♦ Re-roll 1 hit + 1 wound (hunter’s instinct)
♣ +1 AP (crushing pressure)
♠ Psychic surge (Smite or cast neuro-howl)

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5. CAMPAIGN ESCALATION — “THE SHIP ADAPTS”

After each mission, draw a Post-Mission Card.

SUITS = MUTATION EFFECT

Suit Mutation

♥ +1 extra enemy unit next mission
♦ +1 save on one Tyranid unit
♣ Tyranids gain +1 Strength next mission
♠ Threat Level +1


VALUES = INTENSITY

A: +2 TL

Face cards: +1 TL

10–7: No TL change

6–2: TL -1 (reprieve)

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6. REWARDS FOR FLESH TEARERS & SACRED ROSE

Same card gives player rewards:

SUITS = Reward

Suit Reward

♥ Medicae recovery (heal D3)
♦ Relic Fragment
♣ Tactical reroll (1 per mission)
♠ Strategic Edge (redraw 1 setup card next mission)


Get 3 Relic Fragments → unlock a powerful relic:

Relic of the Hollow Star

Once per mission:
Choose a unit → Full re-rolls to Hit and Wound for that phase.

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7. HIVE SHIP DECK LAYOUT (CARD-BASED MAP)

Use 7 cards face-down in a row.

SUITS = ENVIRONMENT

Suit Theme

♥ Egg chambers / hive biomass
♦ Engine decks / coolant caverns
♣ Dark tunnels / maintenance shafts
♠ Command spire / synapse nexus


VALUE = DANGER LEVEL

A = Critical

Face = Hard

10–7 = Medium

6–2 = Easy


Reveal 1 after each mission.

Last card is always the Boss Lair.

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8. MINI-BOSS: THE BROOD–SOVEREIGN

A Kerrigan-inspired Tyranid Psyker Assassin

A horrifying synaptic evolution — a humanoid xenomorph-like apex creature with blade-like limbs, neuro-crown, and rapid movement.

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STATLINE (Based on Broodlord + Zoanthrope hybrid)

M 10"
WS 2+
BS 3+
S 5
T 5
W 7
A 6
Ld 10
Sv 4++ (invulnerable)


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Wargear

Neural Scythe Talons

S+1

AP -3

Damage 2

6s to wound inflict Mortal Wounds in addition


Bone Shard Projectiles (12″ Assault 3)

S5 AP-1 D1

On a 6 to Hit → target takes 1 mortal wound

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Abilities

Synaptic Assassin
At start of each turn, pick 1 Tyranid unit:
It gains +1 to Hit this turn.

Neuro-Veil
-1 to Hit rolls against the Sovereign.

Warp-Terror (Psychic)
Psyker 2 / Deny 1
Powers:

Mind Lance – Smites with +1 Mortal Wound

Shadow Net – Pick a character; halve their movement next turn

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Mutations (Draw 1–3 based on Threat Level)

1. Hardened Exoskeleton – 4+ regular save


2. Toxic Blood – On death, D3 mortal wounds to all within 3"


3. Synaptic Burst – Once/game: All Tyranids in 12″ fight first


4. Void Leap – Can Deep Strike and charge


5. Neuro-Storm – Smite deals D6 on 9+


Appears when you draw a Spade Face card after Mission 3.

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9. FINAL BOSS TABLE

Draw a card to determine your final foe:

SUITS = FINAL BOSS TYPE

Suit Boss

♥ The Birthing Maw — endless swarm factory
♦ Omega Lictor — perfect assassin-beast
♣ Alpha Carnifex / Trygon Prime
♠ Synapse Overlord (Neurotyrant Prime)



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⭐ FINAL BOSS: STATLINES & RULES

♥ The Birthing Maw — Titanic Swarm Node

T9 W22 Sv 3+/5++
Every turn: spawn 2D6 Hormagaunts from anywhere on the board.
Immune to morale.
Melee: 8 attacks S8 AP-3 D3.


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♦ Omega Lictor — Perfect Predator

M 12", W8, Sv 4++
Hits on 2+, wounds on 2+ vs Characters.
Reroll all hits/wounds if target is a character.
Always fights first.
Counts as in cover always.
Can redeploy anywhere every turn.

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♣ Alpha Carnifex / Trygon Prime

S10/T8/W14/Sv2+
Monstrous charge: D3 mortals
Two monster profiles:

Carnifex → more AP/attacks

Trygon → tunneling + deep strike swarms

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♠ Synapse Overlord — Neurotyrant Prime

W18 Sv4++
Psyker 3 cast
Each successful cast = 1 mortal wound aura within 6″
Once per game: “Synaptic Eclipse” →
ALL Tyranids gain Fight First + reroll hits.

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10. ENDING THE CAMPAIGN

When the boss dies, the synaptic web collapses and the station begins to fall apart.
Your forces must race to escape through the docking bay.

OPTIONAL: Play one last mission where the board collapses each turn (draw cards to see which tiles melt or explode).
!

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