Gang Member Report for The Lone Lictor Ganger Champion
Name/Rank/Stats: Equipment: Skills: Injuries: Cost: Exp:
Lictor
Leader - Active
M:WS:BS:S:T:W:I:A:LD:
6846648410
Flesh Hooks
Short 0 - 8 @+/-0
Long 8 - 16 @+/-0
Str 4
Dmg 1
Sv -1
Drag 2D6 Closer-Not S5+
 
+1 WS
+1 Wound
Bio Morph - Toughened
Exoskeleton +1 T 
 1060106
A Lictor’s Chitinous hide gives it an unmodifiable armor save of
5+, which can also be used against effects which normally allow no
saving throw (e.g., Vortex grenades, Wraithcannons ).
If the Lictor successfully dodges an attack which uses a template,
it can move 2” as the Tyranid player wishes to attempt to move out
of the template. Lictors are armed with their claws (note that
with a Strength of 6, the close combat hits of a Lictor incur
a –3 save modifier.) and two Flesh Hooks; note that these do
not count against the Lictor’s biomorphs. Lictors may infiltrate
at the start of the game. Lictors have Acute Senses, meaning
they can spot hidden troops at twice its Initiative distance
in inches. It also has Chameleon Scales, meaning that any shots
fired at a Lictor which did not move in its previous turn are at an
additional –1 to hit. If a Lictor hides, it can’t be spotted—it
can only be detected. This means that troops moving within their
Initiative distance or into a position to see the hiding Lictor
will only detect it rather than spot it. A Scanner, Bionic
Eye, or similar device can only detect a hidden Lictor on a
D6 roll of 4+. Because of this, while it is hiding, the Lictor may
only be attacked by weapons with a blast template.