Warrior Prime-Type
A stronger warrior directing lesser organisms.
Threat File — Warrior Prime-Type
TR 8 · TyranidsSaves: Toughness +7, Willpower +7
Proficiencies: Awareness +6
Senses: Sees normally in total darkness
Alpha Node. The prime's synapse extends 90 feet and steadies other synapse creatures: broods under its web fight with unsettling precision, and warriors within it gain +1 to attacks.
Bred From Victories. Once per scene the prime ignores one Pinned or fear result, and it ignores the first wound-level penalty it would suffer. The hive kept what worked.
Paired Boneswords. The prime makes two attacks. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6 + 4 rending damage. A target hit by both attacks is Exposed until the end of its next turn.
Deathspitter Volley. Ranged Attack: +7 to hit, range 60/180 ft., one target. Hit: 2d8 + 3 toxic damage.
The Swarm Turns. Once per round, the prime names one visible enemy. Every brood within its synapse gains +1 to hit that target until the start of the prime's next turn.
Death Reflex Web. When a tyranid warrior within the prime's synapse dies, one other tyranid unit within its synapse immediately moves up to half its Movement or makes one attack.
Morale: Does not make Morale checks. If truly outmatched it conducts a synapse-covered withdrawal that preserves the swarm's order — worse news than its death.
Tactics: Layer the prime behind warriors, who are behind broods; the party must peel command in order or fight coordination all night. It personally charges only to finish something the swarm has already Exposed. Its death should cost the whole engagement its cohesion.
Loot / Evidence / Hooks: Its enlarged synapse organ maps the local hive network — priceless to anyone planning the counterattack.
Enemy Dossier
GM ReferenceA warrior prime-type is the hive's veteran commander-organism: a larger, older warrior whose synapse reaches further and whose kills have been bred back into it. Where a warrior directs broods, the prime directs warriors.
Use this enemy as the field general of a multi-brood engagement — the layer of command above the synapse nodes the party has learned to kill.
Threat Profile: Very high durability, elite melee and ranged threat, extended synapse range, commands other synapse creatures, encounter-defining priority target.
Alpha Node. Its synapse extends 90 feet and steadies other synapse creatures; broods under its web fight with unsettling precision.
Bred From Victories. Ignores its first wound-level penalty and one Pinned or fear result per scene; the hive kept what worked.
Death Reflex Web. When a warrior within its synapse dies, the prime immediately grants another unit a reaction move or attack.
Paired Boneswords. Two elite melee attacks; a target hit by both saves or is left Exposed until its next turn.
Deathspitter Volley. Mid-range bio-fire laid onto whichever party member the swarm has decided about.
The Swarm Turns. Once per round, redirects every brood in synapse against a single named target.
Morale: No Morale; if truly outmatched it conducts a synapse-covered withdrawal that preserves the swarm's order, which is worse news than its death.
Tactics: Layer the prime behind warriors, who are behind broods — the party must peel command in order or fight coordination all night. It personally charges only to finish something the swarm has already Exposed. Killing it under synapse depth is a mission in itself; reward it with the whole engagement losing cohesion.
Full Stat Block Priority: High