Lictor

(Entry)
Type: model
EntryId: dedbba51-0061-36d2-6c96-f3bc3483eb60
Hidden: false
Costs: 50 pts

Constraints:

min: 5
max: 5
Options (3)
Rules (10)
Hit and Run
A unit that contains at least one model with this special rule that is locked in combat can
choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it
must take an Initiative test.

If the test is failed, nothing happens and the models remain locked in the fight. If the test is
passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is
sufficient to allow the entire unit to move over 1" away from all of the enemy units they are
engaged in combat with, the unit breaks away from combat and immediately moves a number
of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in
combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in
combat immediately Consolidate D6".

A Hit & Run move is not slowed by difficult terrain, but treats dangerous terrain normally. It may
not be used to move into contact with enemy units, and models instead stop 1" away. If there
are units with this rule on both sides who wish to disengage, roll-off to determine who goes first
and then alternate disengaging them. If the last of these ends up no longer in combat, it
Consolidates instead.
Move Through Cover
Fleet
Instinctive Behaviour - Lurk
1-3 - Survive: The unit is treated as having failed a Morale test and must immediately
Fall Back.

4-5 - Seek Cover: In the Movement phase, the unit is not slowed by difficult terrain,
though its models must take Dangerous Terrain tests as normal. In the Shooting phase,
the unit can Run, but it can only shoot if it is in a building or area terrain (if the unit is
partially within area terrain, only those models within area terrain are allowed to shoot).
The unit cannot charge in the Assault phase.

6 - Stalk: This follows all the rules for Seek Cover (above). In addition, the unit gains the
Stealth special rule.
Stealth
A unit that contains at least one model with this special rule counts its cover saves as being 1
point better than normal. Note that this means that a model with the Stealth special rule always
has a cover save of at least 6+, even if it is in the open. This rule is often presented as Stealth
(X) where X indicates a specific type of terrain, such as Stealth (Forests) or Stealth (Ruins). If
this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.

Cover save bonuses from the Shrouded and Stealth special rules are cumulative (to a
maximum of a 2+ cover save).
Pheromone Trail
If a friendly unit from Codex: Tyranids arrives on the battlefield via Deep Strike, it will
not scatter so long as the first model in the unit is placed within 6" of a model with this
special rule. Note that the model with the Pheromone Trail special rule must already be
on the table at the start of the turn for this ability to be used.
Deep Strike
Fear
Infiltrate
Very Bulky
Very Bulky models count as three models for the purposes of Transport Capacity.

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Lictor

Infantry

6

3

6

4

3

6

3

10

5+

Wargear Item
Chameleonic Skin:

A Lictor does not scatter when arriving from Deep Strike Reserve.