Winged Tyranid Warrior Brood

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
EntryId: 628e-f9bb-7d7f-aafd
Hidden: false
Options (1)
Rules (1)
Jump Infantry
Jump infantry can use their jump packs (or equivalent) and move up to 12" in the Movement phase. This is optional and they can choose to move as normal infantry if they wish. When using jump packs, they can move over all other models and all terrain freely. However, if a moving jump infantry model begins or ends its move in difficult terrain, it must take a dangerous terrain test. Jump infantry models may not end their move on top of other models or impassable terrain, except that they can end their move on top of impassable terrain if it is actually possible to place the models on top of it. If they do that, however, they treat the impassable terrain as dangerous terrain. All jump infantry units may enter the battle by ‘deep strike’.


Jump infantry fall back 3D6", because they always use their jump packs when doing this. They move over any terrain and models when falling back, but if they end their move in difficult terrain (or on top of flat impassable terrain) they must still take a dangerous terrain test. They cannot end their move on top of other models, and must alter the direction of their fall back move as little as possible in order to avoid them, just as a normal unit would when falling back on foot. If they cannot do this, they are trapped and destroyed. 


Jump infantry assault 6" like normal infantry. This move is slowed by difficult terrain in the same way as other infantry, because the unit always covers the last few yards of an assault on foot.

Profiles:

Abilities
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.