Gargolye

Source: An Abundance of Apocrypha
Name Rating
Strength 3
Agility 5
Toughness 3
Intellect 2
Willpower 5
Fellowship 1
Initiative 5
Name Rating
Defence 4
Speed 12 (Flight)
Wounds 3
Shock 3
Soak 3
Resolve 4
Conviction 5
Passive Awareness 3
Resilience 5 ( 1 Tyranid Carapace)
Name Rating
Stealth 6
Ballistic Skill 6
Default 5

Attacks

Name Range Damage AP Salvo Traits
Fleshborer 24 m
10 + 1 ED
0 1 Assault, Brutal
Blinding Venom 2 m
7 + 1 ED
0 Agonizing, Toxic (3)
Claws melee
5 + 1 ED
0

Agonizing: Each wound also causes 1 lose of Shock. Exhausted targets, that suffer agonizing damage are rendered unconscious.

Assault: Assault weapons can be fired as part of a Run Action, with additional +2 DN for the attack.

Brutal: When rolling damage dice, add +1 to the result of each Extra Damage Die.

Toxic: Wounded targets become Poisoned. Victim must pass a Toughness Test (DN X) at the end of each round to end the effect. Suffer X Wounds of they fail.

Special Abilities

Instinctive Behaviour (Lurk): At the start of the creature’s turn, it must pass a Resolve test (DN 3) or act according to that instinct; if the Resolve test is passed, the creature may act freely. If the creature is part of a mob, then the whole mob makes a single Resolve test. Tyranids with the Lurk instinct are driven by their survival instincts to seek out cover, hiding themselves away and attacking only when threatened. A Tyranid with the Lurk instinct becomes pinned.

Blinding Venom: A creature which becomes Poisoned from a Gargoyle’s Blinding Venom is also blinded.

(Mob) Hail of Living Ammunition: Add +1d to ranged attacks.

Variants: Biomorphs

Adrenalin Glands: Increase Speed by 1.

Toxin Sacs: Melee attacks gain +1 ED and Toxic(3).

Keywords: Tyranid Gaunt
An Abundance of Apocrypha