Termagant

Fast, agile, and a thriving need to survive caritarize the Termagant strain of tyranids. These small warriors carry the dreaded Fleshborer bio-weapon. While not a very effective in a small group. They swarm in large broods across the planent when the invasion hits full swing. The desprate need to survive makes them a mennance even if the synaptic control is broken. As they run to cover and will lurk waiting to kill what ever threatens their hiding spot.

Tatical Data
Termagants are the staple fire base for a tyranid army. With broods ranging from 10-30 gants you gain a massive fire base for each one choice. There lower stat lines make them look fragile, but pouring multipul short range shots into squads of opponents can cause them to break and run. Not to mention they can be used to screen other units to give cover saves as opponents fire at more powerful tyranid creatures that count as infantry.

Weapons
Fleshborer

The standard Termagant weapon has been around for some time. This nest of beetles is one of the most effective anti-infantry weapons as the firing of flesh eating Borer beetles will wither infantry to collect there biomass. While you do not get many shots and the Living ammuntion rule is a thing of the past. It still eats it's way throug even Space Marines with its Strength 4.

Spike Rifle

This weapon is a bony muscle-lined tube that hurls sharp bony harpoons at the enemy. This weapon was avilable up until 4th edition and has since been returned to the Termagant domain. It makes up for the lower strength of the weapon with a longer range of 18" compaired to the fleshborer's 12". Still you only get 1 shot per rifle.

Strangleweb

Once again a blast from the past showing back up in the Tyranids codex. This composit creature fires a sticky mesh of webbing at enemies. The web quickly hardens restricting the movement of it's target. The intresting think about this is it's effects in game. First it is a Template weapon, which gives Tyranid players an excuse to use the flamer template aginst other players armies. The next thing is rolling aginst an opponents strength instead of toughness. The most important aspect though is pinning. That is right stop them dead in there tracks by pinning your opponent in place to let more specilized assualt tyranids get in there.