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
Max Wounds 9
Max Shock -
Determination 6
Resolve 8
Conviction 9
Passive Awareness 5
Resilience 9 ( 2 Tyranid Carapace)
Name Rating
Awareness 9
Weapon Skill 10
Default 8

Attacks

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 Agonising, Asault, Spread
Scyching Talons melee
11 + 1 ED
0 +1 to attacks
Flesh Hooks 12 m
15 + 1 ED
0 2 Assault, Pistol

Agonising: Every Wound inflicted by an Agonising weapon also inflicts 1 Shock.

Assault: You can fire an Assault weapon as part of a Sprint (p.180), but take a +2 DN penalty to the attack.

Pistol: Pistols can be fired while Engaged (see core pg. 184) with a +2 DN, using the Ballistic Skill.

Spread: When fired at Short Range, a Spread weapon can hit any number of targets as long as they are all within 3 metres of one another. When you fire a Spread Weapon at a Mob you gain +3 bonus dice.

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