Lictor Brood

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: 2337-2941-4c7e-f1b4
Hidden: false
Options (1)

Profiles:

Abilities
Pheromone Trail:

If a Lictor is on the board at the beginning of the Movement phase, the Tyranid player adds +1 to any of his reserve rolls. In addition, if any unit is deployed using Deep Strike, they may be placed within 6" of a Lictor and will not scatter. This ability does not work if the Lictor itself has arrived from reserve during the same turn.

Instinctive Behaviour - Lurk:

see Instinctive Behaviour

A unit that Lurks may not move in the Movement phase and may not launch an assault in the Assault phase. in the Shooting phase, the unit must fire at the nearest visible enemy. If there are no enemies in the unit's line of sight or within range of at least one of its ranged weapons, or if the unit has no ranged weaponry, it must instead run towards the nearest piece of area terrain, trying to move into it if possible. If the unit is already in a piece of area terrain it will not move and will stay where it is.

Fleet:

A unit with this rule may assault in the same turn in which it has run.

Hit and Run:

Units with this ability that are locked in combat may choose to leave close combat at the end of the Assault phase. The unit using the hit & run ability 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, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the units they are locked with. No sweeping advance rolls are made. Enemy units that are no longer locked in combat may consolidate. A hit & run move is not slowed by difficult terrain, but is affected by dangerous terrain. It may not be used to move into contact with the enemy. If there are units with this rule on both sides, 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:

Units with this rule roll an extra D6 when rolling to move through difficult terrain. In most circumstances this will mean that they roll three D6 and pick the dice with the highest score.

Stealth:

All of the unit’s cover saves are improved by +1.

Wargear
Chameleonic Skin:

Lictors always start the game in reserve, even in missions that do not normally use this rule. When Lictors become available they are placed anywhere on the battlefield that is more than 1" away from any enemy model. Lictors may not move or assault on the turn they arrive, although they can shoot (or run) normally.

Weapons RangeStr.APType
Flesh Hooks

6"

6

-

Assault 2, Rending

A model with Flesh Hooks always strikes in Initiative order when assaulting an enemy in cover.

Melee Weapons
Rending Claws:

Close combat attacks made by models with rending claws gain the Rending ability.

Scything Talons:

A Tyranid model with a single set of scything talons re-rolls any To Hit rolls of a 1 in close combat. A Tyranid model with two sets of Scything talons re-rolls all failed To Hit rolls in close combat.

Used By (1)
Tyranids(Catalogue)