Tyranid Gang Composition (“House of the Hive”)
Leader
Tyranid Alpha (Warrior or Shrike)
Number: 1 only
Cost: 190 Biomass
Role: Synapse hub, keeps the swarm controlled.
Access: Any Tyranid weapons, equipment, and armour.
Special Rules: Synapse (12”), Fearsome.
Champions
Synapse Creatures (Warriors or Lictors)
Number: 0–2 at gang creation (max 3 total in campaign)
Cost: 140 Biomass (Warrior) / 170 Biomass (Lictor)
Role: Command nodes, powerful specialists.
Access: Any Tyranid weapons, equipment, and armour.
Special Rules: Synapse (6”), Fearsome
Gangers
Broodlings (Gaunts)
Number: 1+ (must always outnumber Champions + Leader)
Cost: 45 Biomass (base)
Role: Core swarm fighters.
Variants:
Termagant (ranged): access to Basic weapons (Fleshborer, Spine Rifle, Devourer, etc.).
Hormagaunt (melee): access to Scything Talons, Leaper Tendons biomorphs, etc.
Special Rules: Instinctive Behaviour (unless within Synapse range).
Limit to take one type of weapon
Juves
Rippers (Swarm creatures)
Number: 0–5
Cost: 25 Biomass
Role: Swarming tarpit fighters.
Access: Only natural melee weapons + select biomorphs (Adrenal Glands, Spore Mines, Tunneler).
Special Rules: Tiny (–1 to hit with ranged attacks), Instinctive Behaviour.
Leader
Tyranid Alpha (Warrior Prime / Shrike)
Cost: 190 Biomass
M: 6" | WS: 3+ | BS: 4+ | S: 4 | T: 4 | W: 3 | I: 4+ | A: 3 | Ld: 6+ | Cl: 5+ | Wil: 6+ | Int: 7+
Equipment Access: Tyranid weapons, armour, equipment.
Skills: Leadership, Ferocity, Combat (choose primary).
Advancement Type: Leader.
Special Rules:
Synapse (12") – Tyranid fighters within 12" ignore Instinctive Behaviour.
Tyranid Warrior (Synapse Creature)
Cost: 140 Biomass
M: 6" | WS: 3+ | BS: 4+ | S: 4 | T: 4 | W: 2 | I: 4+ | A: 2 | Ld: 7+ | Cl: 6+ | Wil: 7+ | Int: 8+
Equipment Access: Tyranid weapons, armour, equipment. Limit to 2 weapons
Skills: Ferocity, Combat, Shooting (choose primary).
Advancement Type: Champion.
Special Rules:
Synapse (6") – Tyranid fighters within 6" ignore Instinctive Behaviour.
Fearsome.
Lictor (Specialist Creature)
Cost: 170 Biomass
M: 7" | WS: 2+ | BS: 4+ | S: 4 | T: 4 | W: 2 | I: 3+ | A: 3 | Ld: 7+ | Cl: 5+ | Wil: 6+ | Int: 6+
Equipment Access: Tyranid close combat weapons, biomorphs, Chameleonic Carapace.
Skills: Cunning, Ferocity, Agility (choose primary).
Advancement Type: Champion.
Special Rules:
Infiltrate.
Stealth Field – If this fighter is in cover and did not attack last activation, they cannot be targeted beyond 12".
Broodling (Base Gaunt)
Cost: 45 Biomass
M: 6" | WS: 4+ | BS: 5+ | S: 3 | T: 3 | W: 1 | I: 4+ | A: 1 | Ld: 8+ | Cl: 7+ | Wil: 8+ | Int: 9+
Variants:
Termagant: Access to Basic weapons (Fleshborer, Spine Rifle, Devourer, etc.).
Hormagaunt: Access to melee weapons (Scything Talons, Rending Claws) + biomorphs like Leaper Tendons.
Skills: None (standard for Gangers).
Advancement Type: Ganger.
Special Rules:
Instinctive Behaviour.
Ripper Swarm
Cost: 25 Biomass
M: 5" | WS: 5+ | BS: – | S: 2 | T: 2 | W: 1 | I: 5+ | A: 1 | Ld: 9+ | Cl: 8+ | Wil: 9+ | Int: 10+
Equipment Access: Natural Weapons, limited Biomorphs (Adrenal Glands, Tunneler, Spore Mines).
Skills: None.
Advancement Type: Juve.
Special Rules:
Tiny – Enemy ranged attacks suffer –1 to hit.
Swarm – May move through enemy fighters freely.
Instinctive Behaviour.
Instinctive Behaviour (Final – Option A Variant)
If a Tyranid fighter (other than a Leader or Champion) is not within Synapse range at the start of its activation, it must make a Cool check.
Pass: The fighter acts normally.
Fail: The fighter may perform only ONE of the following actions this activation:
Move
Charge
Fight
Coup de Grace
The controlling player chooses which of these it takes.
Rippers automatically fail this check (they are mindless without Synapse).
Synapse Collapse Rule: When the gang has no active Synapse creatures, all non-Synapse models must immediately test Cool or go Broken.
2. Synapse
Leaders (Alpha) and Champions (Warriors, Lictors) project Synapse (12" / 6").
Fighters within Synapse automatically ignore Instinctive Behaviour.
If the gang loses all Synapse creatures, all remaining fighters automatically follow Instinctive Behaviour until rallying.
3. Fearsome Alien
Non-Tyranid fighters within 6" of a Tyranid model suffer –1 Cool when taking Nerve or Charge checks.
Leaders and Champions are Fearsome by default.
4. Biomass Economy
Tyranids do not visit the Trading Post or Black Market.
After each battle, they gain Biomass (equivalent to credits) from territories or by devouring fallen enemies.
Each Out of Action enemy = D3 Biomass.
Territories produce reduced Biomass (half normal credits, rounded up).
Biomass is spent on:
Weapons & Biomorphs (armoury/equipment lists).
Reinforcement growth (recruiting new fighters).
Tyranid Gang Armoury
Basic Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Fleshborer156"12"+1–41–3+Plentiful
Spine Rifle156"18"––31–3+Plentiful, Rapid Fire (1)
Devourer206"18"+1–41–4+Rapid Fire (1)
Spike Rifle308"18"+1–31–4+Impale, Knockback,Scarce
Strangleweb60–T––3––5+Web, Template , Scarce
Pistols
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Spinefists154"12"+1–31–3+Sidearm, Twin Guns Blazing
Bio-Plasma Pistol356"12"+1–62-25+Sidearm, Blaze, Unstable
Acid Spitter30T–––31-14+Sidearm, Template, Corrosive (ignore armour on 6 to wound)
Spike Gauntlet15E–––S1-1–Melee, Sidearm
Special Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Deathspitter356"18"+1–51-14+Rapid Fire (2)
Flamespurt50–T––51-25+Blaze, Template, Unstable
Spiker3012"24"+1–41-14+Silent, Pinning
Shockcannon5012"24"––52-15+Knockback, Rad-phage (Injury roll 6 = OoA)
Heavy Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Barbed Strangler9018"36"+1–41-15+Blast (5")
Venom Cannon12018"36"+1–62-25+Blast (3")
Heavy Bio-Plasma11012"24"––73-36+Blast (3"), Unstable, Blaze
Rupture Cannon16024"48"––93-36+Knockback, Unwieldy, Scarce
Close Combat Weapons
WeaponCostRangeStrDmgAPTraits
Scything Talons15ES1-1Paired, Melee
Rending Claws20ES1-1Shred, Rending, Melee
Bonesword25E+22-2Melee, Sever
Boneswords (pair)45E+22-2Sever, Paired
Lash Whip20E/3"S1–Drag, Versatile
Lash Whip & Bonesword45E/3"+22-2Sever, Parry, Versatile (3")
Crushing Claws40E+32-2Melee, Unwieldy, Pulverise
Acid Maw25ES+12-1Melee, Toxin (3+)
Bio-Flail20E/2"+11–Melee, Disarm, Versatile (2")
Tyranid Gang Equipment / Biomorphs
Core Biomorphs
BiomorphCostEffect
Adrenal Glands20+1" Movement and +1 to Charge rolls.
Toxin Sacs20Melee attacks gain Toxin (4+). If already Toxin, improve to (3+).
Extended Carapace25Improves Armour save by +1 (max 4+).
Chitin Plating 25Reduces Damage from ranged attacks by 1 (to a minimum of 1).
Reinforced Sinews15Grants the Bulging Biceps skill.
Symbiotic Adaptations
Symbiote / BiomorphCostEffect
Spore Cloud Node30Once per battle, as a Free Action, creates a 5" Smoke blast centered on bearer (lasts until end of round).
Bioplasma Cyst40Once per activation, bearer may make an additional melee attack: S+2, AP -2, D2, Unwieldy.
Regeneration Node50At end of each round, roll a D6: on a 6, recover 1 Wound lost earlier in the battle.
Synaptic Node (Leader/Champion only)40Friendly Tyranids within 8" may use this fighter’s Cool for Nerve tests.
Camoleoline Chitin25If in cover, enemies suffer -1 to hit this fighter with ranged attacks.
Swarm/Scout Biomorphs
BiomorphCostEffect
Tunneler Symbiote (Rippers only)15Fighter may be set up using Infiltrate (emerges from tunnels).
Leaper Tendons (Hormagaunt only)20Adds +D3" to Charge range.
Spore Mines (x3)35Carried as grenades. 3" Blast, S3, AP -1, D1, Blaze. One use each.
Chameleonic Symbiote40Grants the Infiltrate skill.
Tyranid Armour (Carapace Biomorphs)
ArmourCostSaveEffect
Chitin Plates106+Basic hardened carapace. Counts as light armour (equivalent to Flak vs ranged).
Extended Carapace205+Reinforced body plating. No modifier in close combat.
Heavy Carapace354+Thick, lumbering armour. May not climb or leap more than 2".
Chameleonic Carapace 356+In cover, enemies suffer –1 to hit this fighter with ranged attacks.
Spore-Shield Node206+Once per battle, can project a Spore Cloud: counts as Smoke (5" blast, centered on bearer, lasts until end of round).
Regenerative Carapace555+At end of each End Phase, roll a D6: on 6, regain 1 lost Wound (max 1 per battle).
Leader
Tyranid Alpha (Warrior or Shrike)
Number: 1 only
Cost: 190 Biomass
Role: Synapse hub, keeps the swarm controlled.
Access: Any Tyranid weapons, equipment, and armour.
Special Rules: Synapse (12”), Fearsome.
Champions
Synapse Creatures (Warriors or Lictors)
Number: 0–2 at gang creation (max 3 total in campaign)
Cost: 140 Biomass (Warrior) / 170 Biomass (Lictor)
Role: Command nodes, powerful specialists.
Access: Any Tyranid weapons, equipment, and armour.
Special Rules: Synapse (6”), Fearsome
Gangers
Broodlings (Gaunts)
Number: 1+ (must always outnumber Champions + Leader)
Cost: 45 Biomass (base)
Role: Core swarm fighters.
Variants:
Termagant (ranged): access to Basic weapons (Fleshborer, Spine Rifle, Devourer, etc.).
Hormagaunt (melee): access to Scything Talons, Leaper Tendons biomorphs, etc.
Special Rules: Instinctive Behaviour (unless within Synapse range).
Limit to take one type of weapon
Juves
Rippers (Swarm creatures)
Number: 0–5
Cost: 25 Biomass
Role: Swarming tarpit fighters.
Access: Only natural melee weapons + select biomorphs (Adrenal Glands, Spore Mines, Tunneler).
Special Rules: Tiny (–1 to hit with ranged attacks), Instinctive Behaviour.
Leader
Tyranid Alpha (Warrior Prime / Shrike)
Cost: 190 Biomass
M: 6" | WS: 3+ | BS: 4+ | S: 4 | T: 4 | W: 3 | I: 4+ | A: 3 | Ld: 6+ | Cl: 5+ | Wil: 6+ | Int: 7+
Equipment Access: Tyranid weapons, armour, equipment.
Skills: Leadership, Ferocity, Combat (choose primary).
Advancement Type: Leader.
Special Rules:
Synapse (12") – Tyranid fighters within 12" ignore Instinctive Behaviour.
Tyranid Warrior (Synapse Creature)
Cost: 140 Biomass
M: 6" | WS: 3+ | BS: 4+ | S: 4 | T: 4 | W: 2 | I: 4+ | A: 2 | Ld: 7+ | Cl: 6+ | Wil: 7+ | Int: 8+
Equipment Access: Tyranid weapons, armour, equipment. Limit to 2 weapons
Skills: Ferocity, Combat, Shooting (choose primary).
Advancement Type: Champion.
Special Rules:
Synapse (6") – Tyranid fighters within 6" ignore Instinctive Behaviour.
Fearsome.
Lictor (Specialist Creature)
Cost: 170 Biomass
M: 7" | WS: 2+ | BS: 4+ | S: 4 | T: 4 | W: 2 | I: 3+ | A: 3 | Ld: 7+ | Cl: 5+ | Wil: 6+ | Int: 6+
Equipment Access: Tyranid close combat weapons, biomorphs, Chameleonic Carapace.
Skills: Cunning, Ferocity, Agility (choose primary).
Advancement Type: Champion.
Special Rules:
Infiltrate.
Stealth Field – If this fighter is in cover and did not attack last activation, they cannot be targeted beyond 12".
Broodling (Base Gaunt)
Cost: 45 Biomass
M: 6" | WS: 4+ | BS: 5+ | S: 3 | T: 3 | W: 1 | I: 4+ | A: 1 | Ld: 8+ | Cl: 7+ | Wil: 8+ | Int: 9+
Variants:
Termagant: Access to Basic weapons (Fleshborer, Spine Rifle, Devourer, etc.).
Hormagaunt: Access to melee weapons (Scything Talons, Rending Claws) + biomorphs like Leaper Tendons.
Skills: None (standard for Gangers).
Advancement Type: Ganger.
Special Rules:
Instinctive Behaviour.
Ripper Swarm
Cost: 25 Biomass
M: 5" | WS: 5+ | BS: – | S: 2 | T: 2 | W: 1 | I: 5+ | A: 1 | Ld: 9+ | Cl: 8+ | Wil: 9+ | Int: 10+
Equipment Access: Natural Weapons, limited Biomorphs (Adrenal Glands, Tunneler, Spore Mines).
Skills: None.
Advancement Type: Juve.
Special Rules:
Tiny – Enemy ranged attacks suffer –1 to hit.
Swarm – May move through enemy fighters freely.
Instinctive Behaviour.
Instinctive Behaviour (Final – Option A Variant)
If a Tyranid fighter (other than a Leader or Champion) is not within Synapse range at the start of its activation, it must make a Cool check.
Pass: The fighter acts normally.
Fail: The fighter may perform only ONE of the following actions this activation:
Move
Charge
Fight
Coup de Grace
The controlling player chooses which of these it takes.
Rippers automatically fail this check (they are mindless without Synapse).
Synapse Collapse Rule: When the gang has no active Synapse creatures, all non-Synapse models must immediately test Cool or go Broken.
2. Synapse
Leaders (Alpha) and Champions (Warriors, Lictors) project Synapse (12" / 6").
Fighters within Synapse automatically ignore Instinctive Behaviour.
If the gang loses all Synapse creatures, all remaining fighters automatically follow Instinctive Behaviour until rallying.
3. Fearsome Alien
Non-Tyranid fighters within 6" of a Tyranid model suffer –1 Cool when taking Nerve or Charge checks.
Leaders and Champions are Fearsome by default.
4. Biomass Economy
Tyranids do not visit the Trading Post or Black Market.
After each battle, they gain Biomass (equivalent to credits) from territories or by devouring fallen enemies.
Each Out of Action enemy = D3 Biomass.
Territories produce reduced Biomass (half normal credits, rounded up).
Biomass is spent on:
Weapons & Biomorphs (armoury/equipment lists).
Reinforcement growth (recruiting new fighters).
Tyranid Gang Armoury
Basic Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Fleshborer156"12"+1–41–3+Plentiful
Spine Rifle156"18"––31–3+Plentiful, Rapid Fire (1)
Devourer206"18"+1–41–4+Rapid Fire (1)
Spike Rifle308"18"+1–31–4+Impale, Knockback,Scarce
Strangleweb60–T––3––5+Web, Template , Scarce
Pistols
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Spinefists154"12"+1–31–3+Sidearm, Twin Guns Blazing
Bio-Plasma Pistol356"12"+1–62-25+Sidearm, Blaze, Unstable
Acid Spitter30T–––31-14+Sidearm, Template, Corrosive (ignore armour on 6 to wound)
Spike Gauntlet15E–––S1-1–Melee, Sidearm
Special Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Deathspitter356"18"+1–51-14+Rapid Fire (2)
Flamespurt50–T––51-25+Blaze, Template, Unstable
Spiker3012"24"+1–41-14+Silent, Pinning
Shockcannon5012"24"––52-15+Knockback, Rad-phage (Injury roll 6 = OoA)
Heavy Weapons
WeaponCostShortLongS AccL AccStrDmgAPAmmoTraits
Barbed Strangler9018"36"+1–41-15+Blast (5")
Venom Cannon12018"36"+1–62-25+Blast (3")
Heavy Bio-Plasma11012"24"––73-36+Blast (3"), Unstable, Blaze
Rupture Cannon16024"48"––93-36+Knockback, Unwieldy, Scarce
Close Combat Weapons
WeaponCostRangeStrDmgAPTraits
Scything Talons15ES1-1Paired, Melee
Rending Claws20ES1-1Shred, Rending, Melee
Bonesword25E+22-2Melee, Sever
Boneswords (pair)45E+22-2Sever, Paired
Lash Whip20E/3"S1–Drag, Versatile
Lash Whip & Bonesword45E/3"+22-2Sever, Parry, Versatile (3")
Crushing Claws40E+32-2Melee, Unwieldy, Pulverise
Acid Maw25ES+12-1Melee, Toxin (3+)
Bio-Flail20E/2"+11–Melee, Disarm, Versatile (2")
Tyranid Gang Equipment / BiomorphsCore Biomorphs
BiomorphCostEffect
Adrenal Glands20+1" Movement and +1 to Charge rolls.
Toxin Sacs20Melee attacks gain Toxin (4+). If already Toxin, improve to (3+).
Extended Carapace25Improves Armour save by +1 (max 4+).
Chitin Plating 25Reduces Damage from ranged attacks by 1 (to a minimum of 1).
Reinforced Sinews15Grants the Bulging Biceps skill.
Symbiotic Adaptations
Symbiote / BiomorphCostEffect
Spore Cloud Node30Once per battle, as a Free Action, creates a 5" Smoke blast centered on bearer (lasts until end of round).
Bioplasma Cyst40Once per activation, bearer may make an additional melee attack: S+2, AP -2, D2, Unwieldy.
Regeneration Node50At end of each round, roll a D6: on a 6, recover 1 Wound lost earlier in the battle.
Synaptic Node (Leader/Champion only)40Friendly Tyranids within 8" may use this fighter’s Cool for Nerve tests.
Camoleoline Chitin25If in cover, enemies suffer -1 to hit this fighter with ranged attacks.
Swarm/Scout Biomorphs
BiomorphCostEffect
Tunneler Symbiote (Rippers only)15Fighter may be set up using Infiltrate (emerges from tunnels).
Leaper Tendons (Hormagaunt only)20Adds +D3" to Charge range.
Spore Mines (x3)35Carried as grenades. 3" Blast, S3, AP -1, D1, Blaze. One use each.
Chameleonic Symbiote40Grants the Infiltrate skill.
Tyranid Armour (Carapace Biomorphs)
ArmourCostSaveEffect
Chitin Plates106+Basic hardened carapace. Counts as light armour (equivalent to Flak vs ranged).
Extended Carapace205+Reinforced body plating. No modifier in close combat.
Heavy Carapace354+Thick, lumbering armour. May not climb or leap more than 2".
Chameleonic Carapace 356+In cover, enemies suffer –1 to hit this fighter with ranged attacks.
Spore-Shield Node206+Once per battle, can project a Spore Cloud: counts as Smoke (5" blast, centered on bearer, lasts until end of round).
Regenerative Carapace555+At end of each End Phase, roll a D6: on 6, regain 1 lost Wound (max 1 per battle).