Source: An Abundance of Apocrypha (v2)
Name Rating
Strength 4
Agility 5
Toughness 3
Intellect 1
Willpower 5
Fellowship 1
Initiative 5
Name Rating
Defence 4
Speed 8
Max Wounds 3
Max Shock 3
Determination 3
Resolve 4
Conviction 5
Passive Awareness 3
Resilience 5 ( 1 Tyranid Carapace)
Name Rating
Athletics 6
Weapon Skill 6
Default 5


Name Range Damage AP Salvo Traits
Scything Talons melee
7 + 1 ED

Special Abilities

Instinctive Behaviour (Lurk): At the start of the creature’s turn, it must pass a Resolve test (DN 3) or act according to that instinct; if the Resolve test is passed, the creature may act freely. If the creature is part of a mob, then the whole mob makes a single Resolve test. Tyranids with the Lurk instinct are driven by their survival instincts to seek out cover, hiding themselves away and attacking only when threatened. A Tyranid with the Lurk instinct becomes pinned.

Bounding Leap: Whenever a Hormagaunt runs, sprints, or charges, it adds +2 to its Speed, and may leap over gaps and obstacles up to 2m high and up to 4m wide.

(Mob) Hungering Swarm: Whilst in a mob, Hormagaunts gain a +2d bonus to melee attack rolls.

Variants: Biomorphs

Adrenalin Glands: Increase Speed by 1.

Toxin Sacs: Melee attacks gain +1 ED and Toxic(3).

Keywords: Tyranid Gaunt
An Abundance of Apocrypha (v2)