Hormagant
Source: An Abundance of Apocrypha
Name | Rating |
---|---|
Strength | 4 |
Agility | 5 |
Toughness | 3 |
Intellect | 1 |
Willpower | 5 |
Fellowship | 1 |
Initiative | 5 |
Name | Rating |
---|---|
Defence | 4 |
Speed | 8 |
Max Wounds | 3 |
Max Shock | 3 |
Determination | 3 |
Resolve | 4 |
Conviction | 5 |
Passive Awareness | 3 |
Resilience | 5 ( 1 Tyranid Carapace) |
Name | Rating |
---|---|
Athletics | 6 |
Weapon Skill | 6 |
Default | 5 |
Attacks
Name | Range | Damage | AP | Salvo | Traits |
---|---|---|---|---|---|
Scything Talons | melee | 7 + 1 ED | 0 |
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.
Bounding Leap: Whenever a Hormagaunt runs, sprints, or charges, it adds +2 to its Speed, and may leap over gaps and obstacles up to 2m high and up to 4m wide.
(Mob) Hungering Swarm: Whilst in a mob, Hormagaunts gain a +2d bonus to melee attack rolls.
Variants: Biomorphs
Adrenalin Glands: Increase Speed by 1.
Toxin Sacs: Melee attacks gain +1 ED and Toxic(3).