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RULES·WHITE DWARF 307

Chapter Approved: Tyranid Kill Teams

July 2005·pp. 62–65

THE SHORT VERSION

Phil Kelly adapts the fourth-edition rulebook’s Kill-team game to Tyranid infiltrators, survivors and specialist vanguard organisms. One mutable-law breach is free, allowing more varied converted broods, and the teams operate through brood telepathy rather than ordinary Instinctive Behaviour. Alternative missions replace unsuitable human sabotage tasks, while organic specialist abilities stand in for conventional equipment. Separate options let Tyranid Brutes react through Synapse, telepathic alarms or additional Genestealer guards.

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Find this article in White Dwarf 307, pp. 62–65.

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