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TyranidsPyrovores
2

Pyrovores

NAME M WS BS S T W A Ld Sv
Pyrovore 5" 4+ 4+ 5 4 4 2 5 4+
This unit contains 1 Pyrovore. It can include 1 additional Pyrovore (Power Rating +2) or 2 additional Pyrovores (Power Rating +4). Each model is armed with a flamespurt and acid maw.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Flamespurt
10"
Assault D6
5
-1
1
This weapon automatically hits its target.
0
Acid maw
Melee
Melee
User
-3
1
-
ABILITIES
Instinctive Behaviour

Acid Blood: Each time this model loses a wound in the Fight phase, roll a dice; on a 6, the unit that inflicted the damage suffers a mortal wound after all of their attacks have been resolved.

Volatile: When a Pyrovore is slain, roll a dice. On a 4+ it bursts in a shower of acid – the nearest enemy unit within 3" (if any) suffers a mortal wound.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, PYROVORES

This datasheet has Elites Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear

Flamespurt used in following datasheets:

Elites
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Acid maw used in following datasheets:

Troops
Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Instinctive Behaviour

Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.

Unless a <HIVE FLEET> unit with this ability is within 24" of any friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

The TYRANIDS keyword is used in following Tyranids datasheets:

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

The INFANTRY keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2019