Neurolictor Brood

(Unit)
Type: unit
Category: Elites
Categories: Elites
LinkId: b8c2-aeaf-36a5-99fe
Hidden: false
Options (1)

Profiles:

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.

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.

Abilities
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.

Synapse Creature:

Synapse Creatures and Tyranid units that are within 12" of a Synapse Creature are said to be within Synapse range. A unit that is within Synapse range is not subject to the Instinctive Behaviour rule and gains the Fearless rule. If a unit that is falling back is within synapse range before it moves, it automatically rallies, regardless of any normal restrictions.

Shadow in the Warp:

Any enemy Psyker that takes a Psychic test within 12" of a Tyranid with the Shadow in the Warp special rule must take the test on 3D6 and will suffer a Perils of the Warp attack on the roll of any double 1 or double 6.

Used By (1)
Tyranids(Catalogue)