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===Battleline=== All of these have the {{W40kKeyword|Endless Multitude}} keyword. *'''Gargoyles:''' Flying Termagants stuck with Fleshborers. Fortunately, they're not only faster with 12" movement, but they can fly 6" after shooting, allowing them to more easily kite enemies, ''and'' they have '''Deep Strike''', meaning you can Deep Strike them, shoot, and then move them (what happens to an attached Winged Tyranid Prime if you do this is deeply unclear). Speaking of which, you ''can'' do that, but it'll make the Prime ''easier'' to kill with Precision weapons due to them resolving against T3. **Note that Tervigons have no particular interaction with Gargoyles. *'''Hormagaunts:''' Blindingly fast by charging after advancing. That said, S3 AP-1 won't really amount to much on their own, so you'll be needing all those numbers to use these. Endless Swarm is an absolute necessity on these because you will be running through bodies. *'''Termagants:''' Stats remain the same, with an OC of 2 and Ld set to 8+. They also got a speed boost by being able to move 1d6" if an enemy moves (normal, advance, or fall back) within 9" of them, so they can always keep their distance from moving foes. The Spinefists are their most powerful guns, with 12" A2 BS4+ S3 AP0 D1, ''Assault'', ''Pistol'', and ''Twin-Linked''; the Fleshborer is their weakest gun but is most easily brought into range with 18" and '''Assault''', while the Devourer is also range 18" and more powerful but lacks any special rules and hence is less mobile. Let's not kid ourselves, you'll always take the Spinefists.
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