Tyranid Warrior

Source: An Abundance of Apocrypha, pg. 205
Name Rating
Strength 8
Agility 4
Toughness 6
Intellect 3
Willpower 9
Fellowship 1
Initiative 4
Name Rating
Defence 3
Speed 6
Wounds 9
Shock -
Soak 6
Resolve 8
Conviction 9
Passive Awareness 5
Resilience 9 ( 2 Tyranid Carapace)
Name Rating
Awareness 9
Weapon Skill 10
Default 8


Tyranid Warriors have been encountered armed with a wide range of weapons. Commonly, they carry a Devourer and a pair of Scything Talons. The Devourer may be exchanged for a Basic Bio-Weapon or Melee Bio-Weapon. The Scything Talons may be exchanged for a Melee Bio-Weapon. One in three replace their Devourer with Bio-Cannon instead. Some Tyranid Warriors have Flesh Hooks. See Bio-Weapons, later, for details on other Tyranid weapon options.

Name Range Damage AP Salvo Traits
Devourer 36 m
10 + 1 ED
0 3 Agonizing, Asault, Spread
Scyching Talons melee
11 + 1 ED
0 +1 to attacks
Flesh Hooks 12 m
15 + 1 ED
0 2 Assault, Pistol

Agonizing: Each wound also causes 1 lose of Shock. Exhausted targets, that suffer agonizing damage are rendered unconscious.

Assault: Assault weapons can be fired as part of a Run Action, with additional +2 DN for the attack.

Pistol: Can be fired while engaged in close combat using the Weapon Skill in place of the Ballistic Skill.

Spread: When killing a troop within a mob, any excess damage carries over to the nearest troop in the same mob.

Special Abilities

Terror (3): This threat causes terror. Enemies are required to pass a Terror test (DN 3) to act normally.

Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to any Athletics test to climb.

Synapse Creature: Tyranids automatically pass Resolve tests if they are within 25m of a friendly Synapse Creature. Further, Tyranids within range of a Synapse Creature cannot suffer Shock, as they are driven to action without regard for fear, pain, fatigue, or the limits of their own bodies. Naturally, a Synapse Creature also receives these benefits, as they are always considered to be “within range of a Synapse Creature”.

Shadow of the Warp: Whenever a Psyker uses a psychic power while within 35m of a Tyranid with this ability, they must count all 6s on their Wrath dice as 1s. Psykers with the Tyranid keyword are not affected.

Variants: Biomorphs

Adrenalin Glands: Increase Speed by 1.

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

Keywords: Tyranid
An Abundance of Apocrypha, pg. 205