Warrior
A synapse node and dangerous all-rounder.
Threat File — Warrior
TR 6 · TyranidsSaves: Toughness +6, Willpower +6
Proficiencies: Awareness +5
Senses: Sees normally in total darkness
Synapse Node. Lesser tyranids within 60 feet do not make Morale checks, ignore Suppression, and act with coordinated purpose.
Shadow in the Warp. Enemy psykers within 30 feet make psychic actions at Disadvantage; on a failed psychic action, the GM may inflict a minor Perils effect as the hive mind presses in.
Bio-Armory. Each warrior is bred to its mission with scything talons, a venom cannon, or boneswords. Treat its loadout as chosen, because it was.
Venom Cannon. Ranged Attack: +6 to hit, range 60/180 ft., one target. Hit: 2d8 + 3 toxic damage. Light Cover grants no Defense bonus against this attack.
Bonesword. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6 + 3 rending damage, and the target makes a Toughness Save DC 13 or is Bleeding until treated.
Direct the Brood. Once per round, when an enemy completes an action, the warrior may redirect one brood within its synapse: that brood immediately moves up to half its Movement or makes one attack.
Morale: Does not make Morale checks. It withdraws only when the hive mind values its synapse elsewhere, covered by every brood it still holds.
Tactics: Fight the warrior through its screen: broods absorb, the warrior directs and shoots, and every round it lives the swarm plays like a coordinated army. Make focusing it down expensive — its death should turn the encounter feral on the spot.
Loot / Evidence / Hooks: An intact synapse ganglion is a prize the magos biologis will trade real materiel for.
Enemy Dossier
GM ReferenceThe tyranid warrior is the hive's field officer and its argument in one body: man-and-a-half tall, armed in bio-weapons, and broadcasting the synapse that turns the broods around it into a single will. Kill it and the swarm loses its mind, locally and literally.
Use this enemy as the command node of any tyranid encounter — the target the party must reach through everything it controls.
Threat Profile: High durability, dangerous ranged and melee output, synapse projection, brood coordination, priority target whose death changes the encounter.
Synapse Node. Lesser tyranids within 60 feet check no Morale, ignore Suppression, and act with coordinated purpose.
Shadow in the Warp. Psykers near it feel the hive mind pressing in; psychic actions within its presence risk Disadvantage and worse.
Bio-Armory. Bred to its mission with scything talons, a venom cannon, or boneswords; treat each warrior's loadout as chosen, because it was.
Venom Cannon. Heavy ranged bio-attack that threatens armor and cover alike.
Bonesword Riposte. Elite melee attack; a hit target saves or suffers a wound-level penalty on top of damage.
Direct the Brood. Redirects one brood's entire attack or movement as a reaction to the party's plan.
Morale: No Morale; it withdraws only when the hive mind values its synapse elsewhere, covered by every brood it still holds.
Tactics: Fight the warrior through its screen: broods absorb, warrior directs and shoots, and every round it lives the swarm plays like a coordinated army. The party's correct play is focusing it down, so make it expensive — cover, tyrant guard logic, waves timed to its needs. Its death should turn the encounter feral on the spot.
Full Stat Block Priority: High