The Hunt for Fellwyrm

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The Hunt for Fellwyrm is a free alternate game mode developed by Games Workshop for the core 10th Edition ruleset that allows for semi-collaborative play between players with armies of different factions against a set of pre-determined behaviors controlling randomly spawning Tyranid units. The idea was apparently inspired by a particular Trygon kitbash in the Warhammer+ studio collection.[1]

Description

In this game mode, both players muster armies of (non-Tyranid) hunters composed entirely of character units from their chosen armies and work together to investigate Tyranid lairs amidst a psychic storm and destroy the creatures found within.[1a] Players compete for Glory Kill Points gained from each Tyranid unit slain.[1b] The ultimate goal is the elimination of Fellwyrm, a Tyranid hybrid that has thus far eluded its pursuers and only now has been caught in its lair.[1a]

Gameplay

Players each create their own forces independent of one another and face an army of randomly generated Tyranid units determined each time a piece of terrain is searched using an ordinary deck of playing cards and a die.[1b] These Tyranids have their own full turn just as both human players do, but are controlled by a rudimentary set of behavioral rules (their "Instinctive Behavior") that allows them to operate without a player to play as the Tyranids specifically.[1c] Eventually as Tyranids are killed, there is a chance for players to encounter the Fellwyrm, who's death awards a large amount of Glory Kill Points[1b], ending the game. Alternatively the game will end when all of both players units have been destroyed. Either way, both players tally up their Glory Kill Points, and the one with more is the victor.[1a]

Sources