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TyranidsThornbacks
6

Thornbacks

NAME M WS BS S T W A Ld Sv
Thornback 7" 4+ 4+ 6 7 8 4 6 3+
This unit contains 1 Thornback. It can include 1 additional Thornback (Power Rating +6) or 2 additional Thornbacks (Power Rating +12). Each model is armed with a pair of monstrous scything talons, two devourers with brainleech worms and chitin thorns.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
7
Deathspitter with slimer maggots
24"
Assault 3
7
-1
1
-
7
Devourer with brainleech worms
18"
Assault 6
6
0
1
-
2
Spine banks
6"
Assault 4
5
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
15
Stranglethorn cannon
36"
Assault D6
7
-1
2
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
Monstrous scything talons (Carnifex)
Melee
Melee
User
-3
3
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.
7
Thresher scythe
Melee
Melee
4
-1
1
Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer’s attacks.
WARGEAR OPTIONS
 • Any model may replace its monstrous scything talons with a stranglethorn cannon.
 • Any model may replace both of its devourers with two deathspitters with slimer maggots.
 • Any model may have toxin sacs and/or adrenal glands.
 • Any model may have enhanced senses, spine banks and/or a thresher scythe.
ABILITIES
Instinctive Behaviour

Thorned Battering Ram: When a Thornback finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. INFANTRY units instead suffer D3 mortal wounds. In addition, add 1 to all hit rolls in the Fight phase for a Thornback that charged in the same turn.

Monstrous Brood: The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.

Chitin Thorns:
5
Аt the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.

Enhanced Senses:
10
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.

Vicious Hunter: Enemy INFANTRY units never gain any bonus to their saving throws for being in cover against attacks made by a Thornback.
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
MONSTER, CARNIFEX, THORNBACKS

Optional Wargear

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

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

Does not include wargear

Deathspitter with slimer maggots used in following datasheets:

HQ
Heavy Support
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.

Devourer with brainleech worms used in following datasheets:

HQ
Heavy Support

Spine banks used in following datasheets:

Heavy Support

Stranglethorn cannon used in following datasheets:

HQ
Flyers
• Harpy
Heavy Support
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.
single/two pairs

Monstrous scything talons (Carnifex) used in following datasheets:

Heavy Support
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.

Thresher scythe used in following datasheets:

HQ
Heavy Support
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
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.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.

The TYRANIDS keyword is used in following Tyranids datasheets:

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

The MONSTER keyword is used in following Tyranids datasheets:

Dedicated Transport
Elites
Fast Attack
Flyers
• Harpy
Fortifications

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support

Adrenal glands used in following datasheets:

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.

Toxin sacs used in following datasheets:

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.
© Vyacheslav Maltsev 2013-2019