Lictor

Source: An Abundance of Apocrypha, pg. 204
Name Rating
Strength 12
Agility 6
Toughness 6
Intellect 4
Willpower 9
Fellowship 1
Initiative 6
Name Rating
Defence 5
Speed 9
Wounds 12
Shock 9
Soak 6
Resolve 8
Conviction 9
Passive Awareness 6
Resilience 9 ( 2 Tyranid Carapace)
Name Rating
Athletics 12
Awareness 11
Stealth 12
Weapon Skill 11
Default 9

Attacks

Name Range Damage AP Salvo Traits
Rending Claws melee
16 + 1 ED
-1 Penetrating (4)
Grasping Talons 2 m
15 + 1 ED
-1
Flesh Hooks 12 m
15 + 1 ED
0 2 Assault, Pistol

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

Penetrating: If any icons are shifted for damage, the AP value increases by X.

Pistol: Can be fired while engaged in close combat using the Weapon Skill in place of the Ballistic Skill.

Special Abilities

Chameleonic Skin: The Lictor’s skin grants it a +2d bonus to Stealth tests, and a +2 bonus to Defence when in shadow or cover.

Terror (3): This threat causes terror. Enemies are required to pass a Terror test (DN 3) to act normally.

Flesh Hooks: A Tyranid with Flesh Hooks adds +2d to any Athletics test to climb.

Feeder Tendrils: As an action, a Lictor may drain knowledge and memory from the brain of a creature it has killed. This adds 1 to Ruin.

(Ruin) Champion: This threat may take Ruin Actions.

(Ruin) Invisible Predator: As a Ruin Action when not engaged in melee, the Lictor may move up to its Speed and make a Stealth test to hide (DN is nearest foe’s Passive Awareness).

Pheromone Trail: When a Lictor is slain, the Game Master gains 2 Ruin, as there are sure to be more Tyranids arriving soon.

Keywords: Tyranid
An Abundance of Apocrypha, pg. 204