Barbgaunts
| Unit | M | T | SV | W | LD | OC |
|---|---|---|---|---|---|---|
| Barbgaunt | 6" | 4 | 4+ | 2 | 8+ | 1 |
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| Barblauncher BlastHeavy | 24" | D6 | 4+ | 5 | 0 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Chitinous claws and teeth - | Melee | 1 | 4+ | 4 | 0 | 1 |
Abilities
Disruption Bombardment
In your Shooting phase, after this unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks. Until the end of your opponent’s next turn, that enemy unit is disrupted. While a unit is disrupted, subtract 2 from its Move characteristic, and subtract 2 from Advance and Charge rolls made for it.
Synapse
If your Army Faction is **^^Tyranids^^**, while a **^^Tyranids^^** unit from your army is within 6" of one or more friendly **^^Synapse^^** models, that **^^Tyranids^^** unit is said to be within Synapse Range of that model and of your army. While a **^^Tyranids^^** unit from your army is within Synapse Range of your army: ■ Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. ■ Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
Unit Composition
- 5-10 Barbgaunt
- Every model is equipped with: barblauncher, chitinous claws and teeth.