Hive Fleet

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  Warhammer 40,000 Kill Team: Compendium
  Warhammer 40,000 Kill Team: CompendiumIndex21.4May 2024

Hive Fleet Kill Team

A HIVE FLEET kill team consists of two fire teams selected from the following list:
  • GENESTEALER
  • TYRANID SWARM (max one per kill team)
  • TYRANID WARRIOR

Tyranid Warrior Fire Team

  • A TYRANID WARRIOR fire team includes three TYRANID WARRIOR operatives selected from the following list:
    • TYRANID WARRIOR FIGHTER each separately equipped with one option from each of the following:
      • Boneswords, deathspitter, devourer, rending claws, scything talons, spinefists or lash whip; bonesword
      • Boneswords, rending claws, scything talons or lash whip; bonesword
    • TYRANID WARRIOR HEAVY GUNNER each separately equipped with one option from each of the following:
      • Barbed strangler or venom cannon
      • Boneswords, rending claws, scything talons or lash whip; bonesword
Each TYRANID WARRIOR fire team can only include up to one TYRANID WARRIOR HEAVY GUNNER operative
  • If your kill team does not include any other LEADER operatives, instead of selecting one TYRANID WARRIOR FIGHTER operative for one TYRANID WARRIOR fire team, you can select one TYRANID WARRIOR LEADER operative equipped with one option from each of the following:
    • Boneswords, deathspitter, devourer, rending claws, scything talons, spinefists or lash whip; bonesword
    • Boneswords, rending claws, scything talons or lash whip; bonesword

Genestealer Fire Team

  • A GENESTEALER fire team includes five GENESTEALER FIGHTER operatives each separately equipped with one of the following options:
    • Double rending claws
    • Rending claws; scything talons
  • If your kill team does not include any other LEADER operatives, instead of selecting one GENESTEALER FIGHTER operative for one GENESTEALER fire team, you can select one GENESTEALER LEADER operative equipped with one of the following options:
    • Double rending claws
    • Rending claws; scything talons

Tyranid Swarm Fire Team

  • A TYRANID SWARM fire team includes eight TYRANID SWARM operatives selected from the following list:
    • HORMAGAUNT
    • TERMAGANT each separately equipped with claws and one of the following options:
      • Devourer, fleshborer or spinefists
Each TERMAGANT operative equipped with a devourer counts as two selections.

Abilities

Synapse

  • Each time this operative is activated, if it is injured and within of a friendly HIVE FLEET SYNAPSE operative, for that activation, do not subtract from its Movement characteristic as a result of being injured.
  • While this operative is injured and within of a friendly HIVE FLEET SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.

Strategic Ploys

If your faction is HIVE FLEET, you can use the following Strategic Ploys during a game.

STALK1CP
Strategic Ploy
One friendly HIVE FLEET operative that has a Conceal order and is more than from enemy operatives can perform a free Normal Move action.
LURK1CP
Strategic Ploy
Until the end of the Turning Point, each time a shooting attack is made against a friendly HIVE FLEET operative, in the Roll Defence Dice step of that shooting attack, before rolling your defence dice, if it is in Cover and either has a Conceal order or is ready, one additional dice can be retained as a successful normal save as a result of Cover, regardless of any rules that treat the operative as having an Engage order (e.g. Vantage Point).
FEED1CP
Strategic Ploy
Until the end of the Turning Point, each time a friendly HIVE FLEET operative fights in combat, the first time you strike with a critical hit in that combat, inflict one additional damage.

Tactical Ploys

If your faction is HIVE FLEET, you can use the following Tactical Ploys during a game.

UNSEEN HUNTER1CP
Tactical Ploy
Use this Tactical Ploy at the start or end of any activation. Select one friendly HIVE FLEET operative that has not performed a shooting attack during this Turning Point. You can change its order.
WILL OF THE HIVE MIND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HIVE FLEET operative within of a friendly HIVE FLEET SYNAPSE operative is activated. Add 1 to the activated operative’s APL.
AGGRESSIVE BIOSTRAIN1CP
Tactical Ploy
Use this Tactical Ploy after making a shooting attack with a friendly HIVE FLEET operative in which the target did not lose any wounds. Repeat that shooting attack.

Equipment

HIVE FLEET 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.

FLESH HOOKS [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Flesh hooks
4
2+
3/4
Special Rules
!
Rng , Lethal 5+
-

ACID MAW [2EP]

The operative is equipped with the following ranged weapon for the battle:
 
Name
A
BS/WS
D
Acid maw
4
2+
3/3
Special Rules
!
Rng
Splash 1

EXTENDED CHITIN [2/3EP]

The operative gains the following ability for the battle:

Extended Chitin: Each time a shooting attack is made against this operative, in the Roll Defence Dice step of that shooting attack, you can re-roll one of your defence dice.

If the operative is a TYRANID WARRIOR, this equipment costs 3EP; otherwise, it costs 2EP.

FEEDER TENDRILS [2EP]

The operative gains the following ability for the battle:

Feeder Tendrils: Each time this operative incapacitates an enemy operative in combat, it regains up to D3 lost wounds.

TOXIN SACS [2EP]

The operative gains the following ability for the battle:

Toxin Sacs: Each time this operative fights in combat, in the Roll Attack Dice step of that combat, if you retain any critical hits, you can retain one of your failed hits as a successful normal hit.

ADRENAL GLANDS [2EP]

Add to the operative’s Movement characteristic for the battle.


Datacards


Genestealer (Fighter)

Genestealers are swift and powerful predators with lightning-fast reflexes and serrated claws that can tear through the thickest armour. Their large, highly adaptive brains give them a brood telepathy which enables them to operate independently from the Hive Mind.

Genestealer (Fighter)

Genestealers are swift and powerful predators with lightning-fast reflexes and serrated claws that can tear through the thickest armour. Their large, highly adaptive brains give them a brood telepathy which enables them to operate independently from the Hive Mind.

M APL GA DF SV W Base
3 2 1 3 5+ 9 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Double rending claws
Double rending claws
5
3+
4/5
Relentless. !RendingRelentlessRending
Rending claws
Rending claws
5
3+
4/5
!Rending-Rending
Scything talons
Scything talons
5
3+
4/6
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Synapse
Lightning Reflexes: This operative has a 5+ invulnerable save. Each time this operative is activated, it can perform a free Dash action during that activation.
Hidden Horror: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
ABILITIES
Synapse
Lightning Reflexes: This operative has a 5+ invulnerable save. Each time this operative is activated, it can perform a free Dash action during that activation.
Hidden Horror: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
UNIQUE ACTIONS
-
HIVE FLEET, TYRANID, <HIVE FLEET>, GENESTEALER, FIGHTER
HIVE FLEET, TYRANID, <HIVE FLEET>, GENESTEALER, FIGHTER


Genestealer (Leader)

Within Genestealer Broods, there usually arises one Genestealer with the ability to impress its will upon others through their brood telepathy. This bioform ensures their kin kill those they need to, while infecting the most important prey with their genetic taint.

Genestealer (Leader)

Within Genestealer Broods, there usually arises one Genestealer with the ability to impress its will upon others through their brood telepathy. This bioform ensures their kin kill those they need to, while infecting the most important prey with their genetic taint.

M APL GA DF SV W Base
3 2 1 3 5+ 10 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Double rending claws
Double rending claws
5
2+
4/5
Relentless. !RendingRelentlessRending
Rending claws
Rending claws
5
2+
4/5
!Rending-Rending
Scything talons
Scything talons
5
2+
4/6
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Synapse
Lightning Reflexes: This operative has a 5+ invulnerable save. Each time this operative is activated, it can perform a free Dash action during that activation.
Hidden Horror: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
-
ABILITIES
Synapse
Lightning Reflexes: This operative has a 5+ invulnerable save. Each time this operative is activated, it can perform a free Dash action during that activation.
Hidden Horror: While this operative has a Conceal order, it is always treated as having a Conceal order, regardless of any other rules (e.g. Vantage Point).
UNIQUE ACTIONS
-
HIVE FLEET, TYRANID, <HIVE FLEET>, GENESTEALER, LEADER
HIVE FLEET, TYRANID, <HIVE FLEET>, GENESTEALER, LEADER


Tyranid Warrior (Fighter)

Tyranid Warriors are the most adaptable of all Tyranid bio forms. They are unstoppable killing machines protected by a carapace of thick chitin, yet with reactions as fast as a whip. In battle they can be found in the thick of the fighting, in close quarters or at range.

Tyranid Warrior (Fighter)

Tyranid Warriors are the most adaptable of all Tyranid bio forms. They are unstoppable killing machines protected by a carapace of thick chitin, yet with reactions as fast as a whip. In battle they can be found in the thick of the fighting, in close quarters or at range.

M APL GA DF SV W Base
3 2 1 3 4+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Deathspitter
Deathspitter
5
4+
4/5
--
Devourer
Devourer
5
4+
3/4
CeaselessCeaseless-
Lash whip
Lash whip
4
3+
3/4
Rng . !StunRng Stun
Spinefists
Spinefists
5
3+
3/4
Rng Rng -
Bonesword
Bonesword
3
3+
4/6
Lethal 5+Lethal 5+-
Boneswords
Boneswords
4
3+
4/6
Lethal 5+Lethal 5+-
Rending claws
Rending claws
4
3+
4/5
!Rending-Rending
Scything talons
Scything talons
4
3+
4/6
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Synapse
Weaponbeast: If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
-
ABILITIES
Synapse
Weaponbeast: If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
UNIQUE ACTIONS
-
DATACARD-RELATED
WILL OF THE HIVE MIND
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, FIGHTER
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, FIGHTER


Tyranid Warrior (Heavy Gunner)

Tyranid Warriors have the mental flexibility to employ a wide variety of weapon-symbiotes, including heavy biocannons. They are dangerous and unforgiving foes, able to identify and exploit the weaknesses of their targets with innate shrewdness.

Tyranid Warrior (Heavy Gunner)

Tyranid Warriors have the mental flexibility to employ a wide variety of weapon-symbiotes, including heavy biocannons. They are dangerous and unforgiving foes, able to identify and exploit the weaknesses of their targets with innate shrewdness.

M APL GA DF SV W Base
3 2 1 3 4+ 18 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Barbed strangler
Barbed strangler
5
4+
4/5
Heavy, Blast Heavy, Blast -
Lash whip
Lash whip
4
3+
3/4
Rng . !StunRng Stun
Venom cannon
Venom cannon
5
4+
5/6
Heavy, AP1Heavy, AP1-
Bonesword
Bonesword
3
3+
4/6
Lethal 5+Lethal 5+-
Boneswords
Boneswords
4
3+
4/6
Lethal 5+Lethal 5+-
Rending claws
Rending claws
4
3+
4/5
!Rending-Rending
Scything talons
Scything talons
4
3+
4/6
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Synapse
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
-
ABILITIES
Synapse
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
UNIQUE ACTIONS
-
DATACARD-RELATED
WILL OF THE HIVE MIND
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, HEAVY GUNNER
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, HEAVY GUNNER


Tyranid Warrior (Leader)

Tyranid Warriors are synapse creatures, psychic resonators for the Hive Mind. In many broods one bio form will dominate, having a deeper connection to the alien will that drives them. This bioform directs where its brood hunts and where it spreads the malignancy of the Hive Mind.

Tyranid Warrior (Leader)

Tyranid Warriors are synapse creatures, psychic resonators for the Hive Mind. In many broods one bio form will dominate, having a deeper connection to the alien will that drives them. This bioform directs where its brood hunts and where it spreads the malignancy of the Hive Mind.

M APL GA DF SV W Base
3 2 1 3 4+ 19 40mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Deathspitter
Deathspitter
5
3+
4/5
--
Devourer
Devourer
5
3+
3/4
CeaselessCeaseless-
Lash whip
Lash whip
4
2+
3/4
Rng . !StunRng Stun
Spinefists
Spinefists
5
2+
3/4
Rng Rng -
Bonesword
Bonesword
3
2+
4/6
Lethal 5+Lethal 5+-
Boneswords
Boneswords
4
2+
4/6
Lethal 5+Lethal 5+-
Rending claws
Rending claws
4
2+
4/5
!Rending-Rending
Scything talons
Scything talons
4
2+
4/6
BalancedBalanced-
ABILITIES UNIQUE ACTIONS
Synapse
Weaponbeast: If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
-
ABILITIES
Synapse
Weaponbeast: If this operative is equipped with two melee weapons, add 1 to their Attacks characteristics.
Lash Whip: While an enemy operative is within Engagement Range of friendly operatives equipped with this weapon, subtract 1 from that enemy operative’s Attacks characteristics.
UNIQUE ACTIONS
-
DATACARD-RELATED
WILL OF THE HIVE MIND
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, LEADER
HIVE FLEET, TYRANID, <HIVE FLEET>, SYNAPSE, TYRANID WARRIOR, LEADER


Termagant

Termagants are fast and cunning creatures. In battle they scuttle forwards, unleashing torrents of fire from their bio-weaponry. They also have a strong sense of self-preservation, and often find a way to circumvent ambushes as well as assail the foe from an unexpected quarter.

Termagant

Termagants are fast and cunning creatures. In battle they scuttle forwards, unleashing torrents of fire from their bio-weaponry. They also have a strong sense of self-preservation, and often find a way to circumvent ambushes as well as assail the foe from an unexpected quarter.

M APL GA DF SV W Base
3 2 2 3 6+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Devourer
Devourer
5
4+
3/4
CeaselessCeaseless-
Fleshborer
Fleshborer
4
4+
3/4
Rng Rng -
Spinefists
Spinefists
4
3+
2/3
Rng Rng -
Claws
Claws
3
4+
2/3
--
ABILITIES UNIQUE ACTIONS
Synapse
-
ABILITIES
Synapse
UNIQUE ACTIONS
-
HIVE FLEET, TYRANID, <HIVE FLEET>, TYRANID SWARM, TERMAGANT
HIVE FLEET, TYRANID, <HIVE FLEET>, TYRANID SWARM, TERMAGANT


Hormagaunt

Hormagaunts have razor-sharp talons specially developed for ripping and piercing flesh and armour, and their powerful hind legs drive them after their prey. Extraordinarily single-minded, they will pursue their victims without pause or fatigue until they run their quarry down.

Hormagaunt

Hormagaunts have razor-sharp talons specially developed for ripping and piercing flesh and armour, and their powerful hind legs drive them after their prey. Extraordinarily single-minded, they will pursue their victims without pause or fatigue until they run their quarry down.

M APL GA DF SV W Base
3 2 2 3 6+ 7 25mm
 
Name
A
BS/WS
D
SR
Special Rules
!
Scything talons
Scything talons
4
4+
3/5
RelentlessRelentless-
ABILITIES UNIQUE ACTIONS
Synapse
-
ABILITIES
Synapse
UNIQUE ACTIONS
-
HIVE FLEET, TYRANID, <HIVE FLEET>, TYRANID SWARM, HORMAGAUNT
HIVE FLEET, TYRANID, <HIVE FLEET>, TYRANID SWARM, HORMAGAUNT
Fire Teams
Many of the kill teams presented in Kill Team: Compendium require you to select your kill team by selecting one or two fire teams. A fire team is a collection of operatives and their selection requirements for the associated kill team. If your kill team consists of two fire teams, you can select the same fire team more than once. Many fire teams have the option to select a LEADER operative. When selecting your kill team, you can only include one LEADER operative, and in matched play, you must include one LEADER operative. Finally, each fire team has one or more archetypes. In such circumstances, your kill team’s overall archetype(s) is the archetype(s) of its fire teams.

The TYRANID WARRIOR keyword is used in the following Hive Fleet datacards:

The LEADER keyword is used in the following Hive Fleet datacards:

The TYRANID SWARM keyword is used in the following Hive Fleet datacards:

The HIVE FLEET and SYNAPSE keywords are used in the following Hive Fleet datacards:

Cover
If an operative positions themselves in Cover, they will use it for protection while they have an Engage order, or hide behind it while they have a Conceal order. For an intended target to be in Cover, both of the following must be true:
  • The intended target is more than from the active operative.
  • The intended target is within of a point at which a Cover line crosses another operative’s base (unless that other operative is not itself in the active operative’s LoS), or a terrain feature that provides Cover (see Terrain Traits).

Note that an intended target that has an Engage order can gain a defensive benefit for being in Cover as specified in the shooting sequence.

To establish Cover lines, the active operative’s controlling player draws imaginary straight lines, 1mm wide, from any part of the active operative’s base to every part of the intended target’s base.
Rng x
Range. Each time a friendly operative makes a shooting attack with this weapon, only operatives within x are a valid target, x is the distance after the weapon’s Rng, e.g. Rng . All other rules for selecting a valid target still apply.
Lethal x
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, your attack dice results of equal to or greater than x that are successful hits are critical hits, x is the number after the weapon’s Lethal, e.g. Lethal 5+.
Splash x
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, for each critical hit retained, inflict x mortal wounds on the target and each other operative Visible to and within of it. x is the number after the weapon’s Splash, e.g. Splash 1.
Relentless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice.
Rending
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, if you retain any critical hits you can retain one normal hit as a critical hit.
Balanced
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll one of your attack dice.
Synapse
  • Each time this operative is activated, if it is injured and within of a friendly HIVE FLEET SYNAPSE operative, for that activation, do not subtract from its Movement characteristic as a result of being injured.
  • While this operative is injured and within of a friendly HIVE FLEET SYNAPSE operative, do not worsen the Ballistic Skill and Weapon Skill of ranged and melee weapons it is equipped with as a result of being injured.
Invulnerable Save x+
Each time a shooting attack is made against an operative, the defender can use its invulnerable save instead of its normal Save characteristic. An invulnerable save is used like a normal Save characteristic, except that it cannot be modified in any way, and is not affected by any APx special rules (meaning the defender would use their normal Defence characteristic). x of the invulnerable save is the dice roll required for the defence dice to be successful, e.g. 4+.

The TYRANID keyword is used in the following Hive Fleet datacards:

The GENESTEALER keyword is used in the following Hive Fleet datacards:

The FIGHTER keyword is used in the following Hive Fleet datacards:

The LEADER keyword is used in the following Hive Fleet datacards:

Ceaseless
Each time a friendly operative fights in combat or makes a shooting attack with this weapon, in the Roll Attack Dice step of that combat or shooting attack, you can re-roll any or all of your attack dice results of 1.
Stun
Each time a friendly operative makes a shooting attack with this weapon, in the Roll Attack Dice step of that shooting attack, if you retain any critical hits, subtract 1 from the target’s APL. Each time a friendly operative fights in combat with this weapon, in the Resolve Successful Hits step of that combat:
  • The first time you strike with a critical hit, select one of your opponent’s normal hits from that combat to be discarded
  • The second time you strike with a critical hit, subtract 1 from the target’s APL.
Engagement Range
Engagement Range is the zone of threat that operatives present to their enemies. Many rules in the game use Engagement Range, such as when moving and fighting. Engagement Range is mutual, therefore operatives are within each other’s Engagement Range if one of them is Visible to and within of the other.
WILL OF THE HIVE MIND1CP
Tactical Ploy
Use this Tactical Ploy when a friendly HIVE FLEET operative within of a friendly HIVE FLEET SYNAPSE operative is activated. Add 1 to the activated operative’s APL.

The SYNAPSE keyword is used in the following Hive Fleet datacards:

The TYRANID WARRIOR keyword is used in the following Hive Fleet datacards:

Heavy
An operative cannot perform a Charge, Fall Back or Normal Move action in the same activation in which it performs a Shoot action with this ranged weapon.
Visible
For an intended target to be Visible, the following must be true:
  • You can draw an imaginary, unobstructed straight line (known as a Visibility line) 1 mm wide from the head of the active operative’s miniature to any part of the miniature of the intended target (not its base).
In the rare instance that bases or parts of the active operative’s miniature prevent an intended target from being Visible to the active operative, such as when the active operative is directly below or above the intended target, treat those bases and parts as being invisible.

Some rare rules will require you to select a point that is Visible (e.g. a point on the killzone). In such circumstances, you must be able to draw an imaginary, unobstructed straight line 1mm wide from the head of the active operative’s miniature to the point you would select.
Blast x
Each time a friendly operative performs a Shoot action and selects this weapon (or, in the case of profiles, this weapon’s profile), after making the shooting attack against the target, make a shooting attack with this weapon (using the same profile) against each other operative Visible to and within X of the original target – each of them is a valid target and cannot be in Cover. X is the distance after the weapon’s Blast, e.g. Blast . An operative cannot make a shooting attack with this weapon by performing an Overwatch action.

  1. An operative performs a Shoot action, selects a ranged weapon with the Blast special rule, and selects operative A as the target.
  2. After making the shooting attack against operative A, it makes a shooting attack against operative B, determining if it is a valid target as if operative A was making the shooting attack.
  3. It cannot make a shooting attack against operative C, as when determining if it is a valid target in this manner, operative C is not Visible to operative A due to the terrain feature between them.
APx
Armour Penetration. Each time a friendly operative makes a shooting attack with this weapon, subtract x from the Defence of the target for that shooting attack, x is the number after the weapon’s AP, e.g. AP1. If two different APx special rules would be in effect for a shooting attack, they are not cumulative - the attacker selects which one to use.

The TYRANID SWARM keyword is used in the following Hive Fleet datacards:

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