Broodlord

(Unit)
Type: unit
Category: HQ
Categories: HQ
EntryId: 317a-8a3f-a428-7c27
Hidden: false
Costs: 70 Points

Constraints:

max(force): 1
Options (2)
Genestealer Retinue:

Profiles:

Unit WSBSSTWIALdSv
Broodlord

6

3

5

5

3

7

3+1

10

4+

Abilities
Inhuman Strength:

So powerful is the Broodlord that all wounds caused by it ignore armour saves in the same manner as power weapons.

Independent Character:

Independent characters follow the Movement rules for models of their type, be it infantry, jump infantry, bike, etc. In addition, independent characters can move through difficult terrain more quickly and safely than ordinary troops. All independent characters have the ‘move through cover’ and ‘skilled rider’ special rules. This advantage does not extend to any vehicles they may be travelling in.

Independent characters are allowed to join other units. They cannot, however, join vehicle squadrons (see the Vehicles section) and units that always consist of a single model (like most vehicles and monstrous creatures). They can join other independent characters though, to form a powerful multi-character unit!

Infiltrate:

Units with this special rule are deployed last, after all other units (friends and foe) have been deployed. If both sides have infiltrators, the players roll-off and the winner decides who goes first, and then alternate deploying these units. Infiltrators may be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them. This includes inside a building (see page 83), as long as the building is more than 12" from any enemy unit. Alternatively, they may be set up anywhere on the table that is more than 18" from any enemy unit, even in plain sight. 

If a unit with this ability is deployed inside a transport vehicle, it cannot infiltrate. Infiltrate also confers a special outflank move to units of infiltrators that are kept in reserve.

Synapse Creature:

Tyranids within 12" of a Synapse Creature gain Fearless - the units never fall back and automatically pass any moral or pinning tests.

Tyranids within synapse range are immune to instant death caused by weapons with a Strength double the creature's Toughness. Note that this does not apply to Ripper Swarms.

A Synapse creature is able to cause all Spore Mines within 24" to detonate in the Shooting Phase (Choose one mine in the cluster as the initial detonation point). Note that this counts as a shooting attack, so it may not shoot or use other psychic powers in the Shooting phase. Other creatures from the same brood may still fire at a different target is desired.

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.

Melee Weapons
Rending Claws:

Tyranids with rending claws gain the Rending ability for close combat attacks.

Scything Talons:

Tyranids equipped with Scything Talons count as having two close combat weapons and so gain +1 Attack. Creatures armed with two sets of Scything talons gain +2 Attacks in close combat instead of 1. No more than +2 Attacks can be gained in this way and the number of attacks from ranged weapon-symbiotes is not increased. Note this is the only way that Tyranids gain extra attacks in close combat from multiple weapons.