Super short post:
I'm trying to wrap my head around how Acid Blood is supposed to work. Since I can't get clarification by googling it, and it's not in the FAQ, maybe I'm just imagining things.
But if I had unit X attacking, say, a Pyrovore (comes with Acid Blood), and let's say for argument's sake that unit X was really good at close combat:
30 attacks, hitting on 2's = 24 hits
Wounding on 2's = 20 wounds
20 Wounds, 4+ armour save....
10 unsaved wounds.
"For
every unsaved wound a model with acid blood suffers in close combat, the enemy unit that struck the blow must pass..."
- Tyranid Codex p. 84.
So despite the Pyrovore only having 2 wounds, would you have to take 10 initiative tests for the unsaved wounds as opposed to 2 for the Pyrovore's wound total?
I'm going with yes, and here's why:
1) Rules! If I cause 200 unsaved wounds on your model that had 2 wounds, and you had Feel No Pain on that model (triggered by unsaved wounds), I guarantee you would want to roll 200 FNP checks to try and save its life, despite the model only having 2 wounds.
Exactly the same situation.
2) Fluff! If I bleed acid and that hurts you, and
you beat my corpse into a bloody lump, you're going to cause more acid spray.
Thoughts?
P.S.: The Zoanthropes who run the legal department here at Men With Toy Soldiers would also argue that the definition of 'unit' in the base rulebook, combined with acid blood as written, verbatim, would mean that
every model in the unit that wounded the acid blood critter must take its own initiative test and risk a wound. Not sure if anyone plays like that, but that's the logical conclusion of both rulesets. Either way, we might be able to find a use for the Pyrovore (god I'm trying so hard...) as a melee suicide bomb.
Interlude over!