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5

Tyranid Warriors

NAME M WS BS S T W A Ld Sv
Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+
This unit contains 3 Tyranid Warriors. It can include up to 3 additional Tyranid Warriors (Power Rating +4) or up to 6 additional Tyranid Warriors (Power Rating +8). Each model is armed with a pair of scything talons and a devourer.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
4
Devourer
18"
Assault 3
4
0
1
-
2
Flesh hooks
6"
Assault 2
User
0
1
This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.
WARGEAR OPTIONS
 • Any model may replace its devourer with one weapon from the Basic Bio-weapons or Melee Bio-weapons list.
 • Any model may replace its scything talons with one weapon from the Melee Bio-weapons list.
 • For every three models in the unit, one model may replace its devourer with one weapon from the Basic Bio-cannons list.
 • All models in the unit may have flesh hooks.
 • All models in the unit may have toxin sacs and/or adrenal glands.
ABILITIES
Shadow in the Warp, Synapse
FACTION KEYWORDS
TYRANIDS, <HIVE FLEET>
KEYWORDS
INFANTRY, SYNAPSE, TYRANID WARRIORS

Optional Wargear

BASIC BIO-WEAPONS

 • Scything talons

 • Spinefists

 • Deathspitter

BASIC BIO-CANNONS

 • Barbed strangler

 • Venom cannon

MELEE BIO-WEAPONS

 • Rending claws

 • Boneswords

 • Lash whip and bonesword

OTHER WARGEAR

 • Adrenal glands

 • Toxin sacs


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
10
Barbed strangler
36"
Assault D6
5
-1
1
You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.
5
Deathspitter
24"
Assault 3
5
-1
1
-
Spinefists
12"
Pistol *
3
0
1
When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.
12
Venom cannon
36"
Assault D3
8
-2
D3
-

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
2
Boneswords
Melee
Melee
User
-2
1
A model armed with boneswords can make 1 additional attack with them in the Fight phase.
2
Lash whip and bonesword
Melee
Melee
User
-2
1
If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.
2
Rending claws
Melee
Melee
User
-1
1
Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
0
Scything talons
Melee
Melee
User
0
1
You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.

Other Wargear

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Adrenal glands
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
Toxin sacs
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

This datasheet has Troops Battlefield Role. Full list of Tyranids units sharing same Battlefield Role follows:

Does not include wargear

Devourer used in following datasheets:

HQ
Troops
Fast Attack
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Flesh hooks used in following datasheets:

HQ
Troops
Elites
• Lictor
Fast Attack

Scything talons used in following datasheets:

HQ
Troops
Elites
Fast Attack
Heavy Support
• Mawloc
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.
Basic Bio-weapons
 • Scything talons
0
 • Spinefists
 • Deathspitter
5
Melee Bio-weapons
 • Rending claws
2
 • Boneswords
2
 • Lash whip and bonesword
2
Basic Bio-cannons
 • Barbed strangler
10
 • Venom cannon
12
MONSTERS/other units

The CARNIFEX keyword is used in following Tyranids datasheets:

HQ
Heavy Support
Other Wargear
 • Adrenal glands
 • Toxin sacs
Shadow in the Warp

The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.

Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Synapse

Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.

<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.

The TYRANIDS keyword is used in following Tyranids datasheets:

The <HIVE FLEET> keyword is used in following Tyranids datasheets:

The INFANTRY keyword is used in following Tyranids datasheets:

The SYNAPSE keyword is used in following Tyranids datasheets:

HQ
Troops
Elites
Heavy Support

Barbed strangler used in following datasheets:

Troops
Dedicated Transport
Fast Attack
Fortifications

Deathspitter used in following datasheets:

HQ
Troops
Dedicated Transport
Fast Attack
Fortifications

Spinefists used in following datasheets:

HQ
Troops
Fast Attack
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Venom cannon used in following datasheets:

Troops
Dedicated Transport
Fast Attack
Fortifications

Boneswords used in following datasheets:

HQ
Troops
Fast Attack

Lash whip and bonesword used in following datasheets:

HQ
Troops
Elites
Fast Attack

Rending claws used in following datasheets:

HQ
Troops
Elites
• Lictor
Fast Attack
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

Adrenal glands used in following datasheets:

Advancing
When you pick a unit to move in the Movement phase, you can declare that it will Advance. Roll a dice and add the result to the Move characteristics of all models in the unit for that Movement phase. A unit that Advances can’t shoot or charge later that turn.

Toxin sacs used in following datasheets:

© Vyacheslav Maltsev 2013-2019