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Tyranid Warrior
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=== On the Tabletop === Primes clock in at 100 points bare, which is five times the cost of a normal Warrior. In return you get a significantly beefier profile: it has a 3+ save, its WS, BS, S, T, A and LD are all improved by one and it has double the wounds. It also grants the Alpha Warrior ability, giving +1 to To Hit rolls to all Warriors and Shrikes within 6". Shrikes likely won't benefit much due to their 12โ movement, but Warriors, who have the same movement speed as the Prime, most certainly do. WS3+/BS4+ are not bad, but the +1 will really help to make your medium bugs even deadlier. Pack your Prime in with some normal Warriors (because as a 6 wound Character it can't be targeted unless it's the closest model) and go to town. A problem that the Prime has however is that it's slow, limited to only 6" movement. You could pack it into a [[Tyrannocyte]]... But since the Tyrannocyte can only carry one unit thatโs really a waste of a transport that can carry a 20-strong unit of baby bugs or a Monster as big as a Tyrannofex. Really itโs best just to have it footslog with some Warriors, handing out synapse to your little guys and +1 to hit to its lower ranked brethren on the way up the table. * In previous editions, they were the only 'nid IC, and with synapse, which made them an excellent babysitter for other (non-warrior) squads. This is less true now, but they can still serve as babysitters to units that need synapse or as utility HQ adds for rounding out force orgs.
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