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TyranidsTermagants
3

Termagants

NAME M WS BS S T W A Ld Sv
Termagant 6" 4+ 4+ 3 3 1 1 5 6+
This unit contains 10 Termagants. It can include up to 10 additional Termagants (Power Rating +3) or up to 20 additional Termagants (Power Rating +6). Each model is armed with a fleshborer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Devourer
18"
Assault 3
4
0
1
-
0
Fleshborer
12"
Assault 1
4
0
1
-
0
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
0
Spike rifle
18"
Assault 1
3
0
1
-
0
Strangleweb
8"
Assault D3
2
0
1
-
WARGEAR OPTIONS
 • Any model may replace its fleshborer with a devourer or spinefists.
 • All models in the unit may have toxin sacs and/or adrenal glands.
 ◦ Any model may replace its fleshborer with a devourer, spinefists or a spike rifle.
 ◦ For every ten models in the unit, one model may replace its fleshborer with a strangleweb.
ABILITIES
Instinctive Behaviour

Hail of Living Ammunition: If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, TERMAGANTS
Does not include wargear
Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
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.
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
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.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

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

The INFANTRY keyword is used in following Tyranids datasheets:

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

The TYRANIDS keyword is used in following Tyranids datasheets:

© Vyacheslav Maltsev 2013-2019