Ravener Brood

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
EntryId: 15c0-444f-eb99-b79e
Hidden: false
Options (1)
Brood:
Rules (2)
Beast
Beasts and cavalry move like infantry.


Beasts and cavalry fall back just like infantry, except that they move 3D6" due to their speed.


Beasts and cavalry have the ‘fleet’ special rule.


When assaulting they move up to 12". If assaulting through cover, beasts and cavalry are slowed by difficult terrain – roll for the distance they can move just as you would for infantry, but double the result of the highest scoring dice.
Instinctive Behaviour
If a Tyranid brood begins it's movement phase more than 12" away from a Synapse Creature, and that unit is not falling back or already in combat, it will revert to Instinctive Behaviour. Choose each Brood in this situation in turn, and apply the following rules:




-If you want to move that brood this turn for any reason, it must take a Leadership test at the start of its Movement phase. If this is failed, the brood will fall back as it had failed a Morale test. If it is passed, the brood may act as normal.




-Alternatively the brood may Lurk. This means it will remain stationary that turn but may fire its weapons as normal. Lurking units that are not Monstrous Creatures add +1 to any cover save they may benefit from. Lurking Tyranids may not claim objectives or hold table quarters.




-Tyranids always fall back towards the nearest Synapse Creature if possible - if there are no Synapse Creatures on the board they will fall back towards the nearest Tyranid table edge.

Profiles:

Abilities
Deep Strike:

If you wish to use this ‘deep strike’ option, then the units in question must begin the game in reserve (even if you are playing a special mission where the ‘reserves’ special rule is not being used). Roll for arrival of these units as specified in the rules for reserves and then deploy them as follows.

First place one model from the unit anywhere on the table, in the position you would like the unit to arrive, and roll the scatter dice. If you roll a hit the model stays where it is, but if an arrow is shown this determines the direction the model is scattered in. If a scatter occurs, roll 2D6 to see how many inches the model moves away from the intended position. 

Once this is done, the unit’s remaining models are arranged around the first one. Models must be placed in base contact with the original model in a circle around it. When the first circle is complete, a further circle should be placed with each model touching the circle inside it. Each circle should include as many models as will fit. 

Models arriving via deep strike treat all difficult terrain as dangerous terrain.

In the Movement phase when they arrive, these units may not move any further, other than to disembark from a deep striking transport vehicle. Units deep striking into ruined buildings are placed on the ground floor. They may not deep strike directly inside a transport vehicle or a building, which will count as impassable terrain as normal.

In that turn’s Shooting phase, these units can fire (or run) as normal, and obviously count as having moved in the previous Movement phase. Vehicles count as having moved at cruising speed. 

In that turn’s Assault phase, however, these units may not launch an assault (even if they have the ‘fleet’ special rule), unless clearly stated in their special rules – they are too disrupted by their deep strike move. 

Note that some units always have the option to deep strike, while others may only arrive in this way in missions where the deep strike special rule is used.

If any of the models in a deep striking unit cannot be deployed because they would land off the table, in impassable terrain, on top of a friendly model, or on top or within 1" of an enemy model, something has gone wrong. The controlling player must roll on the deep strike Mishap table and apply the results.

Move Through Cover:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.