Termagant

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 6
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

Termagants are normally armed with Fleshborers, but some carry Devourers or Spinefists instead. In a mob, one Termagant in every 10 may carry a Spike Rifle or Strangleweb instead.

Name Range Damage AP Salvo Traits
Devourer 36 m
10 + 1 ED
0 3 Agonizing, Asault, Spread
Fleshborer 24 m
10 + 1 ED
0 1 Assault, Brutal
Spinefist 24 m
8 + 1 ED
0 2 Paired, Pistol
Spike Rifle 36 m
8 + 1 ED
0 1 Assault, Sniper (1)
Strangleweb 16 m
5 + 1 ED
0 0 Assault, Blast (Small), Tangle (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.

Blast: Can affect multiple targets (see Core Rules, pg. 229). ◆ Missed attacks deviate. ◆ When used in Melee (e.g. Pistols), the blast may only affect engaged targets. ◆ Fire-Blasts ignore cover bonus to defence. ◆ Fire-Blasts do not deviate, bt hit the location. Characters still avoid being hit.

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

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

Sniper: Aimed range attacks gain an additional +2d and ignore the penalty for firing into melee. Aimed range attacks add +X ED.

Spread: When killing a troop within a mob, any excess damage carries over to the nearest troop in the same mob.

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.

(Mob) Hail of Living Ammunition: Whilst in a mob, Termagants gain a +1d bonus to ranged attack rolls.

Variants: Biomorphs

Adrenalin Glands: Increase Speed by 1.

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

Keywords: TyranidGaunt
An Abundance of Apocrypha