Ripper Swarm Biomorph Table

Source: Codex: Tyranids, p. 40; Chapter Approved – Codex: Tyranids Q&A (v2.0), p. 7

Max: 2 biomorphs | Basic cost: 10 pts Brood Size: 5 to 10 | Type: Troops

Errata — Chapter Approved: Codex: Tyranids Q&A (v2.0): This table's Brood Size of 5-10 conflicts with the army list entry's 3-10 — the army list figure (3-10) is correct.

Basic Rules

Mindless: Ripper swarms never fall back and are assumed to pass all Morale checks.

Vulnerable to blasts: Template and Blast marker weapons inflict 2 wounds instead of 1 on Ripper swarms.

Small targets: Ripper swarms in cover are extremely hard to hit so their cover save is improved by +1.

Bio-weapons (up to one): Spinefist: 4 pts

Characteristic Biomorph Cost
Movement: – Leaping (See Generic Traits) +4 pts
Winged (See Generic Traits) +10 pts
Weapon Skill: 3 Adrenal glands: +1 WS +2 pts
Ballistic Skill: 0 Enhanced Senses: BS 2 +2 pts
Strength: 3 Toxin Sacs: +1 S +3 pts
Toughness: 3 None –
Wounds: 3 None –
Initiative: 1 Adrenal glands: +2 Init. +2 pts
Attacks: 3 None –
Leadership: 10 None –
Save: 6+ Extended Carapace: 5+ Sv +2 pts

Notes: A maximum of one biomorph may be chosen for each characteristic (Move, Weapon Skill, etc). Any number of biomorph enhancements may be chosen subject to the maximum total number of biomorphs. All creatures in the same brood must have the same bio-weapon and biomorphs. Rippers are an exception to the normal rules in that they do not have to be given a bio-weapon.

Example 1: Scythe Swarms 10 pts basic + Leaping +4, Adrenal glands – I +2 = 16 pts

WS BS S T W I A Ld Sv
Scythe Swarm 3 0 3 3 3 3 3 10 6+