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 |
| Max Wounds | 3 |
| Max Shock | 3 |
| Determination | 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 | Agonising, 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 |
Agonising: Every Wound inflicted by an Agonising weapon also inflicts 1 Shock.
Assault: You can fire an Assault weapon as part of a Sprint (p.180), but take a +2 DN penalty to the attack.
Blast: Target a point (DN 3) and deal damage to anyone in the blast radius. You can´t shift for damage.
Brutal: When rolling damage dice, add +1 to the result of each Extra Damage Die.
Pistol: Pistols can be fired while Engaged (see core pg. 184) with a +2 DN, using the Ballistic Skill.
Sniper: When you Aim with a Sniper weapon you gain an additional + 1 bonus die to the attack, and gain +ED equal to the weapon’s Sniper rating.
Spread: When fired at Short Range, a Spread weapon can hit any number of targets as long as they are all within 3 metres of one another. When you fire a Spread Weapon at a Mob you gain +3 bonus dice.
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).