Hormagaunt Brood

(Unit)
Type: unit
Category: Troops
Categories: Troops
EntryId: e874-8965-5eea-27a1
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:

Wargear
Leaping:

Leaping creatures gain a Fast Charge of 12", though they do not become Beasts. A creature with Leaping may make its full attacks when within 3" of a friendly model in base contact rather than the usual 2"

Abilities
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.