New Tyranid Biomorphs
Tyranids are a very versatile alien race, they can be the same base genus with many different species. There are endless possiblities and I say why stop with the biomorphs in the codex? Check these out, I think you will be surprised at what the nasty little bugs can mutate into.
NOTE:These are all house rules and are unoffical. You may not use them in tournaments, or against your opponent without there permission.
Toughened Exoskeleton-10 points
Sharpened Claws-5 points
Null Zone-10 points
Aura of Torment-10 points
Enhanced Senses-5 points
Hardened Carapace-15 points
Adrenaline Sac-5 points
Bioplasma-15 points
Voltage Field-25 points
Warp Field-30 points
Flesh Hooks-1 points
Regenerate-20 points
Venom Sacs-15 points
Acid Blood-2 points
Extra Arms-15 points
Spore Sacs-5 points
Enhanced Metabolism-35 points
Descriptions
Toughened Exoskeleton-+1 toughness
Sharpened Claws-+1 Strength
Null Zone-The Tyranid creature is immune to psychic powers
Aura of Torment-All enemy models within 6" get -1 Ld
Enhanced Senses-+1 Initiative
Hardened Carapace-The Tyranid adds +1 to its saving throw(may not be
combined with Voltage Field or Warp Field)
Adrenaline Sac-The Tyranid may move an extra D6" in the movement phase(one use only)
Bioplasma-The Tyranid may shoot the bioplasma in the shooting phase just like a Carnifex.
Range Strength AP  Type
template 5  4  Assault 1/template
Voltage Field-4+ invulnerable save(may not be used with Warp Field or
Hardened Carapace)
Warp Field-2+ save(may not be used with Voltage Field or Hardened Carapce)
Flesh Hooks-Flesh Hooks have to following profile:
Range     Strength   AP    Type     
12"           3         6      Assault 2
Regenerate-The Tyranid may attempt to recover 1 wound at the end of each turn on a 5+.
Venom Sacs-In close combat, all attacks wound on a 2+.
Acid Blood-If the Tyranid is killed in close combat, then its killer must
make an immediate armor save or suffer 1 wound.
Extra Arms-+1 attack
Spore Sacs-The Tyranid releases spores on the first enemy they charge in the battle. The Tyranids strikes first regardless of opponent's initiative or
cover.
Enhanced Metabolism-The Tyranid is possessed by an unnatural amount of energy which can inspire nearby Tyranids. In assaults within 12", all
Tyranids count +1 attacks.
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