Gargoyle Brood

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: bc9a-f7f7-b001-6c06
Hidden: false
Options (2)
Gargoyles:
Rules (6)
Fleet of Wing
Instead of shooting the unit may move an additional D6" in the shooting phase
Wings
Gargoyles can move 12" in the Movement phase and they will advance and fall back 3D6" instead of 2D6". They ignore terrain moved over, but may not enter difficult or impassable terrain. Gargoyles forced to enter difficult or impassible terrain for any reason are removed as casualties.
Bio-plasma
Creatures that use bio-plasma can make a single extra close combat Attack, worked out at double the model's Initiative. Bio-plasma can also be used by models that are within 2" of the enemy as well as those in base contact.
Bio-plasma attacks hit on a roll of 4+ regardless of WS. It inflicts a single hit with Strength equal to the creatures +1 (max 10). Normal armour saves allowed.
Deep Strike
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Instinctive Behavior
At the start of the Tyranid turn any broods outside Synapse countrol range must take a Morale check for being All On Your Own. If failed consult the Tyranid Instinctive Behavior table. Additionally, roll on this table if a Tyranid creature fails a normal Morale or Pinning test while outside the Synapse control range.
Shoot the Big Ones!
The opposing player's line of fire is only blocked by terrain, vehicles and models in close combat while shooting at Tyranid models.

Profiles:

Unit WSBSSTWIALdSv
Gargoyle

3

3

3

3

1

4

1

10

6+

Weapon RangeSAPTypeAbilities
Fleshborer

12"

S+1

-

Assault A

Used By (2)
Tyranids (2001)(Catalogue)