| Gang Member Report for The Lone Lictor Ganger Champion |
| Name/Rank/Stats: | Equipment: | Skills: | Injuries: | Cost: | Exp: | ||||||||||||||||||
| Lictor Leader - Active
| 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 | 1060 | 106 | |||||||||||||||||||
| 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. | |||||||||||||||||||||||