Unit Name |
## |
WS |
BS |
St |
To |
Wo |
In |
At |
Ld |
Save |
Cost |
Warrior Brood (Elites) |
3 |
5 |
3 |
5 |
4 |
2 |
5 |
2* |
10 |
5+ |
93 |
Rending Claws (x3); Scything Talons (x3); Flesh Hooks
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
Warrior Brood (Elites) |
3 |
5 |
3 |
5 |
4 |
2 |
5 |
2* |
10 |
5+ |
93 |
Rending Claws (x3); Scything Talons (x3); Flesh Hooks
|
#Synapse Creature |
Any brood with a model within 12" never fall back and auto-pass Morale, Fall Back, Pinning and Regroup tests, even if below half strength; Instead of shooting, can cause all spore mines within 24" to detonate. |
[0] |
Biovores (Heavy Support) |
2 |
3 |
3 |
3 |
4 |
2 |
1 |
1 |
10 |
- |
112 |
Living Artillery. Deploy as separate & independent models; Cannot capture table quarters or count as "surviving" in a Meat Grinder; Spore Mines behave oddly, see codex p. 7; The Biovore fires a spore mine up to 48", place the Spore Mine 1" away from an enemy model then roll a scatter die + 2D6" ('hit's don't scatter), move the Spore Mine on a scatter if it hits an enemy model it detonates on the spot; LOS is not needed, Spore Mines do not cause pinning; Bio-Acid Spore Mines (x2)
|
Termagant Brood (Troops) |
8 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
6+ |
56 |
Fleet; Fleshborer
|
Termagant Brood (Troops) |
8 |
3 |
3 |
3 |
3 |
1 |
4 |
1 |
5 |
6+ |
56 |
Fleet; Fleshborer
|
Raveners (Fast Attack) |
1 |
5 |
3 |
4 |
4 |
2 |
5 |
3* |
10 |
5+ |
45 |
Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain; Cannot Fleet.; Rending Claws (x1); Scything Talons (x1)
|
Raveners (Fast Attack) |
1 |
5 |
3 |
4 |
4 |
2 |
5 |
3* |
10 |
5+ |
45 |
Fast! Move 9", Assault 9". Roll 3D6 for pursuit/fallback. Add +3 to roll when moving through difficult terrain; Cannot Fleet.; Rending Claws (x1); Scything Talons (x1)
|
Option Footnotes: |
|
|
Bio-Acid Spore Mines |
S3, AP3, Flamer Template; Place the narrow end of the template on the spore mine, and direct it with the Scatter dice ('Hit' points toward the nearest enemy model); 2D6+3 AP. |
|
Flesh Hooks |
Fight simultaneously with troops in cover; Treat vertically impassible terrain as Difficult Ground. |
|
Fleshborer |
12"R, S(C+1), AP-, Assault X. |
|
Rending Claws |
Auto-wounds and no armour saves on 'to hit' roll of 6; Roll an extra dice if you roll a 6 for AP. |
|
Scything Talons |
+1 attacks in close combat. |
|