Long time lurker and 40k player (since 2nd ed). We just shelfed our RT game after doing a one shot DW game since it was so epic. I am pretty much happy with things in DW but the lack of biomorphs for the Tyranids. Here is the list of what I think I might throw at my players.
Most of them taken from 2nd ed Nid codex. The number also equals the roll on a d10 if randomly rolling them.
Monsterous table
1. Adrenaline Sac - gives +2 to initiative, plus when activated as a free action gives preternatural speed for 1d5 rounds afterwards suffers one fatigue and must wait 1d10 rounds before it can be used again.
2. Voltage Field - +2 damage to melee and acts as a 30 strength field with a burn out of 01 - 10, all other fields have a chance to burn out if within 5m on a roll of 7-10 on a d10.
3. Enhanced Senses - heighten senses (sight, smell, and hearing) plus unnatural perception.
4. Hardened Carapace - +2 armor per size catagory (minium of 2) so a hulking would get 4, enormous would get 6 and so on.
5. Venom Sac - pretty much the same as the one in the book adding a +1d10 to damage with a -5 toughness per damage after armor and toughness.
6. Regenerate - adds regenerate 1 per size catagory.
7. Toughened Exoskeleton - adds 10 to toughness plus unnatural toughness.
8. Aura of Torment - minus 10 to pinning, fear, and command checks to all non-tyranid within wp bonus x 10m.
9. Warp Field - 60 strenght field with burn out of 01.
10. Null Zone - Chance to null a psychic power on a 7-10 on d10. <--- might chance to be more like the psychic hood opposed willpower test
Small/ normally sized table
1. Adrenaline Sac - remove the preternatural for horde just add +1 attack.
2. Hardened Carapace
3. Toxic Sac
4. Toughened Exoskeleton
5. Enhanced senses
I am thinking about normal and hulking getting one roll on table while enormous and massive get two and so on.
Let me know what you think about them and any changes you might add. I am also looking to add in the other weapons like the spinefist and spike rifle.