Gargoyle Brood

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack
LinkId: 20ea-16e7-9102-cb34
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
Blinding Venom:

Against non-vehicle units, any roll To Hit of 6 made by a Gargoyle in close combat automatically causes a wound - no separate roll To Wound is necessary.

Instinctive Behaviour - Lurk:

see Instinctive Behaviour

A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. in the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is.

Melee Weapons
Claws and Teeth:

Models with claws and teeth count as having a normal close combat weapon.

Weapons RangeStr.APTypeNotes
Fleshborer

12"

4

5

Assault 1

Wargear
Wings:

Models equipped with wings move in the same way as Jump Infantry.

Used By (1)
Tyranids(Catalogue)