Beforehand, sorry if this has been discussed in another thread or belongs in another category and is a nub question/topic.
Now I know for the sake of weapons/gear/upgrades/options, that if a unit is listed on your army sheet is equiped with, say for exapmle, a sniper rifle on a space marine scout or a deathspitter on a tyranid warrior, that unit must have that item on it physically. I know folks who do proxy items in friendly games but for these tournaments, you must have it on the model for it to be legal/valid.
What I'm curious about on the flip side to that coin is if you assemble a model with optional wargear, just to make it more interesting or for flexability (not magnets for swords <-> guns <-> shields etc), are you required to account for it in its adjusted stats, abilities, and cost no matter what? The stuff below is what I'm wondering about since I'm working on these 2 armies...
- Tyranid biomorphes like toxin sacs, adrenal glands, flesh hooks, extended carapace (not with wings) on most units (I know wings change the unit type all together so not worried about them)
- Tyranid biomorphes like acid maw, implant attack, bio-plasma, tusked on units with regular heads and without enhanced senses/feeder tendrils
- Space Marine vehicle upgrades like pintle-mounted storm bolter, hunter-killer missile, extra armor (dozer blade is probably pushing it, but they do look cool on the tank)
- Space Marine character/infantry gear like grenades/bombs/knives/holstered pistols
Say I put glands and/or sacs on a tyranid because they look neat but don't use them normally and now they are on there incase I decide there's a time where they will really help out or I have left over points. If I want the sacs to increase the strength I up the stats and cost, but if I don't need the extra strength, I leave the stats alone and cost as is but the model has them on there.
Hope I'm not confusing anyone hehe and thanks.